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Everything posted by Vegeta
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Hmm... I don't think that they would fit the theme very well
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I made several test NPCs that function perfectly for the map that I have set up, I actually didn't use water in the map, I have it set up a completely different way because my previous map (which I did fill with the default water) wasn't very realistic. My map uses "space" and some lighting effects instead of water (it works out way more realistic than water), and for whatever reason, NPCs are able to breath in space in my mod, and if you set them up like this: sando_aqua_monster{playerModel sandoweapon WP_MELEEhealth 2000headPitchRangeDown 30reactions 3aim 5move 3aggression 5evasion 1intelligence 5rank crewmanplayerTeam TEAM_FREEenemyTeam TEAM_FREEclass CLASS_RANCORsnd rancorsndcombat rancorsndextra rancoryawspeed 40// walkSpeed 173// runSpeed 173walkSpeed 55runSpeed 200dismemberProbHead 0dismemberProbArms 0dismemberProbLegs 0dismemberProbHands 0dismemberProbWaist 0moveType "flyswim"} Then they can move and attack, just fine. My only problem is that I am awful with modeling, and my Sando Aqua Monster test model came out terribly. P.S. in case you were wondering about how the player would breath underwater, I thought it would be more realistic to only be able to go out into the water either using an environmental suit (which I made one, compiled as a vehicle) or an aquatic vehicle (I am using Naboo Starfighters for now, and may eventually switch to a Gungan Sub later).
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I created an underwater map for my mod, and am in need of a few aquatic creature playermodels. I attempted to modify the howler model to be a Sando Aqua Monster, but I am just no good with models. If anyone is willing to perform this task, the models that I need include: Sando Aqua Monster, Opee Sea Killer, Colo Claw Fish, and Firaxan Shark. Below are some links to reference pictures of each one. Sando Aqua Monster http://images2.wikia.nocookie.net/__cb20100126135621/starwars/images/7/73/Sando.jpg Opee Sea Killer http://images2.wikia.nocookie.net/__cb20071218141012/starwars/nl/images/3/39/Opee.jpg Colo Claw Fish http://1.bp.blogspot.com/-QhaIgNecZUI/TykwaA8SENI/AAAAAAAAAI4/dObx8fFFYP0/s1600/ColoClawFish+Commentary+Avatar+Beta.jpg Firaxan Shark http://rpggamer.org/uploaded_images/Progenitor.JPG If anyone is able to make any those models, their help would be greatly appreciated.
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If it is in the .dlls, wouldn't it be possible to copy that portion of code from the original source code, and add it to a separate source code, (just used for the animations of the weapon) ?
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I have been experimenting with the Z6 Rotary Cannon from Movie Battles II, and was able to replace the Imperial Heavy Repeater with it, but I can't get the animated portion of the weapon to function at all. Everything else is perfect, and I have made my own slight modifications, ( sound and effects ) but the actual rotating part of the weapon doesn't work. If anyone knows how to get the animations working correctly ( as they do in MBII ) please help me out. Here is a link to part the MBII site with screenshots, videos, and info on that particular weapon: http://www.desura.com/mods/movie-battles-ii/news/lets-try-spinning-thats-a-good-trick-animated-weapons P.S. The info that it has on the site on making an animated weapon has been unhelpful to me so far... Also I was unable to get the third person player animations for holding the weapon. It looks fine without them, but I would greatly appreciate it if someone had the animation.cfg containing the redone Heavy Repeater stance.
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I have tried several different methods, yet I am still unable to use the target_give function at all. Does anyone have a good understanding of either the target_give entity, or the weapon entities? Another acceptable method for what I am doing would be having the weapon not rotating in the air over that ancient triangle hologram thing ( which does not fit the theme for most of my maps ) but instead laying flat on the ground, like the SP method.
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Someone should make an infinite (straight, without turns) hallway using this method. I wonder how that would look...
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I found some tutorials on how it is supposed to work, and they said basically the same thing that you said, but for some reason it just makes the selected weapon not be in the map, and doesn't give you the weapon. I tried two different ways. The first had a trigger connected to the target_give which was connected to the weapon, and the second method was the player spawn connected to the target_give which was connected to the weapon. Niether way worked in MP or SP. On a side note, I noticed an entity under weapons labled as "weapon_*****". Does anyone know what that is for?
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I want to use a target_give to give the player a weapon (the heavy repeater to be exact) in an MP map. Is this possible, and if so how is it done?
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Hmm, I suppose that I don't need to keep the map up anymore, but, some people may want to use components of the map in their own. When I get a chance, I will put the buildings and other stuff into a prefab pack and put it up instead.
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Yeah, thanks for all of the help, I was unable to get on to check my topics because I was on vacation with my family. I'll try doing the things that you did to get it to compile, hope that works.
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Alright, I uploaded the file, it should be my only file, but for now it still needs to be approved. Yes, I read your post. I attempted to transform about half of the brushes ( I was unable to define "unnecessary" ) into detail, and left the other half as structural, however it continued to give me the same error.
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134 downloads
This is my unfinished Coruscant map that will hopefully be featured in my mod, that is of coarse, once I find a way to compile it. If you want to try to get a working .bsp version of this map, feel free to download it. Please let me know if you successfully generate a fully functioning .bsp of the map. If you want to use any components of the map in your own map, please ask permission first (most likely I will say yes) -
My map has very few brushes actually, ( in between 200 and 300, I forgot the exact number ) and I have made maps with well over that amount of brushes before. The reason why I believed the problem to have been caused by patches, is because there are more patches in the map than any other map that I have ever made. Perhaps I can upload the map and anyone can take a look at it, and try to determine what the true error is.
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Well, I changed all of the brushes in the map to detail, but there are too many patches so the map gives me the same error. Is there a way to do something about the patches? If not, I will attempt to replace as many as possible with brushes.
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I still can't figure out what makes map brushes and patches considered to be "details", can someone explain to me how to do this, and what is different about a "detail" than a normal brush/patch. I opened one of the old example maps that came with GTKradiant (t1_rail), and filtered details out of view, and about half of the worldspawn type brushes turned invisible. There seams to be no difference between the ones that were filtered out as "details" and the ones that stayed in view as average map components.
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Well, your methods would most likely work, however if I make more than 512 brushes/patches into a func_group, it gives a lot of players an error that doesn't allow them to play in the map on an online server. Maybe it is just func_static though, I haven't checked before. Wait, I confused myself... how do you make brushes and patches become "detail" It isn't func_group or func_static like I thought at first. Hopefully I will figure this out on my own, it seams relatively simple...
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OH.... I feel stupid now... I read right past that part
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I can't seam to get that link that you sent me to work... Maybe you can send me an updated one? Oh well, for now I will just look into your uploaded files to see if you have it up there.
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Well, I know what the error is now that I downloaded that one thing, set it up, and attempted to use it to compile my map. This is all I get as an error: ************ ERROR ************MAX_MAP_NODES So, does this mean that my map is just too big to compile? If so, that really sucks.... The map doesn't even seam half as big (or really that detailed) as many other maps that I have played through. If anyone has any solution, or possible fixes to this, let me know.
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I have had similar problems before, and I have always been able to find a solution in the past, but this time I simply can't get the map to compile. The map isn't too laggy in GTKradiant, and I have made larger maps before. I made sure that there were no entity errors either. The compiling .bat goes through its normal process, but only creates a .prt file. Actually, now that I think of it, I have had the same problem before, but the only way to fix it was to delete the player start.... obviously not an option. Please help me....
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Thanks for making a tutorial on vehicle creation. The only other JA vehicle tutorial was pretty hard to understand, and didn't give enough information (also a lot of the software links don't work anymore ) So yeah, I think that you are doing all modders a huge favor by writing a (more understandable...) vehicle creation tutorial.
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Okay, well for now, can someone walk me through the process? I don't know if I am editing the .glm or the .gla, or what the difference is between them. Which one do I import? How do I add and change weapon muzzles? And finally, how do I export it all to work in game? I think that a simple walkthrough would help me to learn the basics of modelling, and how to perform other tasks that I may still need to accomplish. P.S. The gunship model (and most of the other vehicle models that I am using) are not animated, I simply want to be able to add and change weapon muzzles.
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I can't really get permissions from anyone who made anything for Jedi Academy. I email them, and xfire them, but they seam to have quit long ago.... There have only been a few people who I have been able to contact for permissions. For everyone else, I have to base what I do with their models/maps/etc based on the readmes that come with them.
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I need to know how to create vehicles, and convert model files to be edited and re-exported as the proper format to work as a vehicle. I have a very specific idea, for if anyone can help me all the way through the process. I wanted to take a gunship vehicle, open the model in an editor, delete the old weapon muzzles, add four matching muzzles ( one for each "bubble cannon" and one for each lower front cannon ), and then two alternate matching muzzles ( one on each of the top engine/rocket launcher things).