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Lfan

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  1. May I ask you how you solved the problem? I'm facing the same situation right now. Via "scale" I set the desired scale for the NPC. Via "height" I set the correct bounding box size for the NPC. But the hit box is always messed up. I added a picture for better imagination. It's alway the same, wether I scale the model to 115%, 150, 250 or anything else.
  2. Hello everyone! First a big thank you to this helpful community! I'm working ony my personal "definite" version of vanilla JKA with a couple of extras and you guys already helped me a lot! I'm running OpenJK with JA++ (with +set fs_game "japlus" in openjk.x86.exe) and everything works fine. One of the last few steps left that bothers me is the scaling of playermodels in MP. I scaled all the custom and vanilla NPCs to a more canon lore accurate size in the .npc-files. Now I'm trying to do the same for playermodels in MP but JA++ won't let me scale the models outside a specific range. The modelscale.cfg says: "only realistic sizes are allowed to avoid exploit and bad use. (between 0.7 and 1.2)" For Yoda or Tarfful I need values like 0.37 (Yoda) or 1.30 (Tarfful). Is there any way how I can bypass that range? I hope it's not hard coded in one of the JA++.DLLs because I don't know anything about coding.
  3. Thank you very much for your replies! I never had any experience with any kind of coding and at this point I'm too afraid to even try to get into it. I will stick with the lightsaber hum sound for now.
  4. Hi everyone! I'm looking for a way to add loop sounds to NPCs (like the rancor sound which is looping all the time when you spawn the creature). I want to use it for a Darth Vader NPC and for Xenomorphs. The rancor idle loop sound is handled by a file called "loudbreath.wav". I tried to copy that file to my custom characters to see if the game automatically plays the sound if it's there, but it doesn't. Hopefully it's not hard coded! So how do I apply sound loops to custom NPCs?
  5. Thank you very much Circa! Your mod didn't work in MP but it helped me to look at the right place and what to do. So basically there are 2 files that need to be edited: in folder: /gfx/effects/ replace shieldshell1.jpg with an all black image at the same size (128x128) shieldshellring.jpg with an all black image at the same size (256x256) Now I just need to come along with those sparks. In /effects/ there are 2 folders: /saber/ and /sparks/. Both have a lot of attributes to control the sparks but I'm not sure how they behave. Is there any guide for handling sparks? I want less sparks and way smaller sparks. This is saber_clash.efx which is included in "Enhanced Impact Effects" by kalamaray
  6. Hello there! I'm trying to achieve a more immersive gameplay by getting rid of those blueish / greenish shield effects in MP, when a player gets hit or even kicked (in JA++). Which file controls this effect and how can I make it completely invisible? Is it text based in "/effects" folder or is there some kind of .tga that I need to replace with an empty .png? I'm alos not happy with the huge amount and the size of sparks when someone gets hit with the saber. I'm using "Enhanced Impact Effects" mod and I already tried to reduce the "count" and "size" in /effects/saber/saber_cut.efx of that mod, but there are still too many and too big sparks; i can't determine a change at all.
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