Jump to content

TheSpiritOfMorpheus

Members
  • Posts

    6
  • Joined

  • Last visited

Everything posted by TheSpiritOfMorpheus

  1. Okay... oddly, it apparently seems to work now! Initially, it didn't work for whatever reason but after making some changes for the keybinds, it now finally works for an odd reason. Both assigning the 2 above-mentioned commands to a key, as well as putting them directly into the .cfg file (so they're automatically applied each time I start up the game) appears to be working. HOWEVER, in the case of "g_gravity 640", it doesn't get applied when put directly in the config file - which means, I have to press the assigned key for that command each time (re-)loading a level. Oddly, "g_speed 350" always gets automatically applied once inserted in the .cfg file. As usual, I make the config file read-only after finishing editing it. Any assumptions, why this is so? T.S.O.M.
  2. Good Evening, As some of you might already know by now, I'm constantly modding the Singleplayer mode of SoF2, which engine-wise should behave almost the same or very similar to JK2 & JK3 games, since all 3 games use (almost) the same engine, including GHOUL2 modeling and ICARUS scripting systems. Right now, aside from weapon modeling, I'm trying to increase movement speed (increase "g_speed" command) and jump height (decrease "g_gravity" command) of the player in SP mode in order to make SoF2 "feel" more like SoF1 while still retaining the more realistic & tactical-like gameplay of the former (the latter, SoF1, was very unrealistic; the developers intended to make the first instalment realistic and authentic but either didn't have enough time or resources to do that - which they eventually did or tried in SoF2). Initially, I just wanted to insert the "g_speed" & "g_gravity" commands directly into my config file (SoF2.cfg), since both commands are considered cheats. I did exactly that, but unfortunately, it didn't work the way I intended it to work: when starting a NEW game (campaign), the changes in the config did not take effect and I have to (re-)enable both commands every time for every level/map change. And yes, "hash sv_cheats 1" has already been set in the game's launch options (SoF2.exe), the game's .cfg file and finally in the ingame console BEFORE starting a new game and AFTER having a new game started - so, that cannot be the reason for the error. Finally, I created a savegame immediately after that in order for the "hash sv_cheats 1" setting to become persistent. But it didn't persist - like said, I have to re-type these 2 commands every single time for a new level/map change. Binding these commands to a key in SoF2.cfg (and then make the file read-only) like this... bind X "g_speed 350" bind Y "g_gravity 640" ...also didn't work! When starting a new game - the pressing the buttons simply doesn't do anything. I have to type these commands in the console window AFTER loading a level in order to get them to work for that specific level only! And that's not supposed the way to do it anyway, because from modding perspective, those 2 commands are not cheats but simply variables - so I'm looking for a way to integrate those 2 functions directly in the mod file or *at least* make it work properly in the game's config file and then the above-mentioned hassles become obsolete on it's own. Any suggestions? Thanks, T.S.O.M.
  3. Erm... Nothing!? It's been 2 weeks since I opened this topic and 0 replies? I know, this forum is about JK games but SoF2 shares the same engine (Q3A engine, GHOUL2 modeling system, ICARUS scripting system, etc.), the same engine file structure, the same filetypes (.glm, .gla, .ibi, .rof, .npc, .efx, .shader, .md3) and many other commonalities. I can also guess, that most of you will not have interest in this game since this forum/site is a JK franchise fan site about JK games and naturally, the predominant majority of members here will only care for JK/JK3 topics. Still, for the sake of enthusiasm, I hope for support and walkthroughs when I'm stuck at something (like now). Because there is no site for SoF2 modding with comparable quality like here on JKHub To make it easier for you to assist me, I decided to upload the screenshots of each of my Blender steps taken while editing the above-mentioned .glm and .gla files: I can also give even more information if needed/requested Thanks for ANY help in advance! T.S.O.M.
  4. Hey folks, Since a few days I have commenced engaging myself with modeling of SoF2 weapons. I'm using Blender (3.4.1) with JA Import/Export Tools to open and process SoF2 .glm and .gla files. What I'm currently trying to achieve right now is: 1.) Connecting two different weapon .glm models - a gun silencer and a weapon - together, so that the silencer is attached to the muzzle of the weapon. 2.) And conversely, removing certain parts of a weapon .glm model - again, a silencer - in order to create a non-suppressed version of that particular gun, because the "MP5" submachine gun added with Patch 1.01 has the silencer already integrated/attached to it in it's .glm file, so in reality, it's a MP5SD but still designated simply as "MP5" in the game files. Basically, I want to create a non-SD MP5 model by using the MP5SD model as a basis and simply deleting/removing it's silencer from the muzzle and then saving it as "MP5A5.glm" (and .gla"). I thought, Goal #2 would be particularly easy since I do not add anything to but just remove something of the model instead. However, it appears not to be that simple, because this is what it actually looks like in-game after having been edited and saved by me as a separate model: As to be seen in the upper left and left portions of the first 3 screenshots, the animation seems to play fine, but the weapon's position Inview is massively distorted and the black object in the middle of the screen appears to be the magazine clip of the gun (see "mp5world.glm" in the screenshots further below for reference). Not only that the position is distorted, I also cannot fire the weapon and even worse, I cannot switch back to another weapon - both the Fire button and the weapon switching number buttons do not work anymore! I have to restart the level and avoid switching to the MP5A5 in order to "fix" it. This is the Inview display of the MP5(SD) *base model* from SoF2 Patch 1.01 I used as a starting point to create my new model: (probably "mp5.glm") (I renamed the weapon to MP5A5SD) This is the World display of the same weapon model: (probably "mp5world.glm") Now, there are several Weapon Mods for SoF2 ("Weapon Mod 5.0", "Kin Mod" and Multiplayer-only mods like "Jeel SpecOps 3.1") that have the MP5 without the silencer attached and this one here I have cut out of "Weapon Mod 5.0" and renamed to MP5A5: (designated "MP5A3" by the author of the mod, but apparently still using the same .glm/.gla file like the Patch 1.01 MP5 - somehow, the author still managed to get it to be displayed *Inview* without the silencer; this screenshot is the Inview version) However, the *World View* (probably "mp5world.glm") model still looks like this: (it has the silencer still attached while it actually shouldn't...) That's, when I decided to start off cleanly from scratch by opening the original model from Patch 1.01 ("mp5.glm" and "mp5world.glm", respectively - along with their animation counterparts "mp5.gla" and "mp5world.gla", respectively) in Blender and simply removing the silencer from it's muzzle along with ALL references to it in it's model tree and then saving it as a new .glm/.gla file. But as you can see in the screenshots further above, it did not work as expected. And as usual, I don't know what the heck I've done wrong or missed doing - so, I have come up with this thread instead Very important notice: I've also captured an extensive number of screenshots in Blender - a screenshot for every step I made in Blender while creating the new model (more than 40 screenies in total), so you can better reconstruct/pinpoint the error. I can upload these screenies here on request or will eventually upload them on my own behalf T.S.O.M.
  5. First off, Thank You for Your warm Welcome! By the way, the abbreviation for the game is "SoF2" or "SOF2" (without the "t") And yeah, the 2000-2010 timeframe was the golden era for PC-Gaming, especially in regards to Modding - in today's games, most game files are encrypted and/or no SDKs are handed out It is said and written by many people and sources, that the SP mode of SoF2 was unfinished, unpolished and not well designed, because the game's release appears to be rushed for various reasons (including the possibility of an overlap with the release of JK2:JO, which was released by RS just a few months earlier) and hence, wasn't as well-received as the MP mode - which caused the SP mode to be treated shabby, uncared and above all: underrated (a fact corresponding well with the few number of SP mods relative to the number of MP mods). So, there's an enormous headroom for improvement to make the SP mode shine up to it's true potential and in turn, becoming much more enjoyable And that's exactly the endeavor I'm engaged in since nearly two-and-a-half years (albeit irregularly with interruptions) T.S.O.M.
  6. Hello, It's over a year now, since I joined the JKHub community and I had zero activity on this forum since then - so this is my first posting to introduce myself Background: Back in late 2020, as my gaming rig wasn't completely set up/ready to play (I was trying to install Windows 7 on the new hardware), I was confined to play very old games ONLY on a temporary installation of Windows 10. I decided pick up Soldier of Fortune 2: Double Helix again after many years of abandoning it - back in 2002-2005, I played it enthusiastically for many, many hours (both SP & MP, though I'm one of the rare folks who liked/played the Singleplayer mode more than the MP mode) with dedication. I don't know exactly, where it came from, but suddenly I got a voracious appetite not only to play the game (SP mode) again but also a sparkling enthusiasm to enhance it myself (primarily the SP mode) for the very first time in my life - it's the first game where I *really* began engaging myself with modding (I did some scope mods and other very minor alterations for other games many years earlier, but that was a very short time - so, I don't count that). Already back in 2002/2003, when I first started playing the game, I was confronted with the various different shortcomings and lack of polish of the Singleplayer campaign (like many other players playing it complain about) and phantasized about fixing/improving them - but at that time, neither did I have the skill/knowledge nor a real opportunity to achieve that. Now, since 2020, I do have! - my skill/knowledge is still insufficient, incomplete and probably not advanced (maybe still in it's infancy) but now, it's at least enough to barely get the job done Since commencing to mod SoF2, I made literally hundreds of alterations, modifications, improvements and also quite a number of fixes to the Singleplayer mode - though, a considerable amount (or even most) of that knowledge is borrowed by analyzing other authors/modders Mods (the Mod files) they created for the SP campaign. Likewise, I added quite a huge number of new content (weapons, skins, textures, sounds, etc.) to the game - again, many of those content has been cut from various other Singleplayer Mods (by multiple different authors) and then mixed into a single bag, where I then did additional alterations or improvements to my taste on this splitted content (with respecting credits and permissions of these authors, of course). I also created content by myself, though, and then added it into the mix. However, sometimes there are instances, where personal efforts are simply not enough - in my case, that's mainly mapping, scripting and modeling! So, that's why I'm here: to get support and assistance for SoF2 SP mapping, scripting and modeling! The reason, why I registered on JKHub is, because there are not much forums for SoF2 left and many of those either do not have SP modding in mind or don't really mind modding at all. JKHub is the most resourceful site I have found within the last 2+ years since I started modding SoF2 - because many of my Google search queries first lead me to this site. Since both SoF2 and JK2:JO & JK3:JA use the same engine (graphics engine, file structure, file formats like ".glm", ".gla", ".npc", the GHOUL modeling system, the ICARUS scripting system and other aspects), they should behave similarly - hence, the knowledge here on JKHub for JK2/JK3 should be interchangable for other games (like SoF2) sharing the same properties Greetings, T.S.O.M.
×
×
  • Create New...