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Lazarus

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Posts posted by Lazarus

  1. You can mod the saber file actualy, you can play with that, just change ready animation. My saber holds its position as you have in the Correllia map on the tram.
     

    Ahsoka_n
    {
    	name		"Ahsoka Normal"
    	saberType	SABER_SINGLE
    	saberModel	"models/weapons2/Ahsoka_bh/Ahsoka.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberLength	40
    	saberLength2	0
    	saberRadius2	0
    	saberColor	Blue
    	numBlades	1
    	saberStyleLearned    "fast"
    	saberStyleLearned    "strong"
    	saberStyleLearned    "medium"
    	saberStyleForbidden  "tavion"
    	saberStyleForbidden  "desann"
    	saberStyleForbidden  "single"
    	saberStyleForbidden  "dual"
    	saberStyleForbidden  "staff"
    	saberStyle       "single"
            singleBladeStyle "single" 
    	readyAnim 	"BOTH_WIND"
    	lockable        1
    	lockBonus       1
    }
    

     

  2. 36 minutes ago, Ramikad said:

    Hmm, at this point I'd suggest to add in PRINT commands and see where (and when) exactly the script breaks, checking in the console with developer 1 and g_ICARUSdebug 1, though I'm not sure how helpful it would be. I have the feeling that at least for the earlier version of the script it's just a matter of WAIT commands.

    It was another script that interfeared.. see post above. i just updated it.

    NumberWan likes this
  3. ~~Its being trigger at start, so when player spawns it should run this script, which works fine. It's just that i have the feeling it cant switch to cam03, thus borking out, yet the ref tag is there. 

    The weird thing is, is that this did work a couple of days ago... i am starting to wonder if i corrupted an entity or something. (okay i replaced some ref tags, but that didnt seem to work, also renamed them all to make sure i was working with right ones and didnt label them wrong, by adding the sc1 for scene 1 in front of it - image was taken before the rename, also modified this in the script)

    image.png.d8632daf1381f02331f5ed40e30a83a8.png

    rewrote part of the script to see if that worked. No effect

    //Generated by BehavEd
    
    rem ( "Cinematic 001 - SP1 Cove" );
    rem ( "- 1 ship lands" );
    rem ( "-2 Fornan walks, talking to himself" );
    rem ( "---" );
    
    affect ( "fake_player_cin1", /*@AFFECT_TYPE*/ FLUSH )
    {
    	set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
    	wait ( 6000.000 );
    	set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
    	set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );
    	set ( /*@SET_TYPES*/ "SET_NAVGOAL", "cin001_end" );
    	wait ( 8000.000 );
    	remove ( "fake_player_cin1" );
    }
    
    
    affect ( "xwing", /*@AFFECT_TYPE*/ FLUSH )
    {
    	use ( "cin001_speaker01" );
    	move ( $tag( "xwing_begin", ORIGIN)$, < 0.000 0.000 0.000 >, 100.000 );
    	wait ( 250.000 );
    	move ( $tag( "xwing_end", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 );
    	rotate ( < 0.000 340.000 0.000 >, 5000.000 );
    	wait ( 5000.000 );
    	use ( "cin001_speaker01" );
    	sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/sp/sp1_cove/vehicles/xwing/land.wav" );
    }
    
    rem ( "---" );
    rem ( "Set up camera move down with the ship" );
    camera ( /*@CAMERA_COMMANDS*/ ENABLE );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "sc1_cam01", ORIGIN)$, 0 );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "sc1_cam01", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
    camera ( /*@CAMERA_COMMANDS*/ ZOOM, 40.000, 0 );
    wait ( 1000.000 );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "sc1_cam02", ORIGIN)$, 3000 );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "sc1_cam02", ANGLES)$, < 0.000 0.000 0.000 >, 3000 );
    wait ( 5000.000 );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "sc1_cam03", ORIGIN)$, 0 );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "sc1_cam03", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
    wait ( 1000.000 );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "sc1_cam04", ORIGIN)$, 4000 );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "sc1_cam04", ANGLES)$, < 0.000 0.000 0.000 >, 4000 );
    wait ( 5000.000 );
    camera ( /*@CAMERA_COMMANDS*/ DISABLE );

     

    edit - I figured it out. It was a borked entity. . I run 2 script at launch, so i have 2 target_scriptrunners. One where I set up the skills, and one that runs the cutscene. I used the spawnscript one to duplicate for a new script runner. Appearantly something went wrong there and it got the name of the new script that indeed stops the camera after 5 seconds. Renamed the script again, and it worked as it should be.

    Learn from me, always use new entities 😛 NetRadiant and copying entities appearantly need some carefull examination.

  4. //Generated by BehavEd
    
    rem ( "Cinematic 001 - SP1 Cove" );
    rem ( "- 1 ship lands" );
    rem ( "-2 Fornan walks, talking to himself" );
    rem ( "---" );
    
    affect ( "fake_player_cin1", /*@AFFECT_TYPE*/ FLUSH )
    {
    	set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
    }
    
    
    affect ( "xwing", /*@AFFECT_TYPE*/ FLUSH )
    {
    	move ( $tag( "xwing_begin", ORIGIN)$, < 0.000 0.000 0.000 >, 100.000 );
    	wait ( 250.000 );
    	move ( $tag( "xwing_end", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 );
    	rotate ( < 0.000 340.000 0.000 >, 5000.000 );
    }
    
    rem ( "---" );
    rem ( "Set up camera move down with the ship" );
    camera ( /*@CAMERA_COMMANDS*/ ENABLE );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam01", ORIGIN)$, 0 );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam01", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
    camera ( /*@CAMERA_COMMANDS*/ ZOOM, 40.000, 0 );
    use ( "cin001_speaker01" );
    wait ( 1000.000 );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam02", ORIGIN)$, 3000 );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam02", ANGLES)$, < 0.000 0.000 0.000 >, 3000 );
    wait ( 4000.000 );
    use ( "cin001_speaker01" );
    sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/sp/sp1_cove/vehicles/xwing/land.wav" );
    camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 1000 );
    wait ( 1000.000 );
    
    affect ( "fake_player_cin1", /*@AFFECT_TYPE*/ FLUSH )
    {
    	set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
    	set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );
    	set ( /*@SET_TYPES*/ "SET_NAVGOAL", "cin001_end" );
    	wait ( 8000.000 );
    	remove ( "fake_player_cin1" );
    }
    
    camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 1000 );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam03", ORIGIN)$, 0 );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam03", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
    wait ( 1000.000 );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam04", ORIGIN)$, 4000 );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam04", ANGLES)$, < 0.000 0.000 0.000 >, 4000 );
    wait ( 5000.000 );
    camera ( /*@CAMERA_COMMANDS*/ DISABLE );

    So whenever the ship lands

    in this part

    use ( "cin001_speaker01" );
    sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/sp/sp1_cove/vehicles/xwing/land.wav" );
    camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 1000 );
    wait ( 1000.000 );

    It shuts down the camera (cam disable), and i cant seem to figure out why? I see all actions happening with the fake player, but the camera's suddenly dont work anymore.

    https://youtu.be/H6g2j0uroyI

  5. mAvv7pw.png

     

    Sorry for late reply on this thread. lol. I decided for a while to work from upstairs, but summer makes it unbearable there, so i figured lets try laptop again

     Never mind, figured it out, it was not the distribution that failed me, it was the openJK installation. APpearantly something went wrong in the original files, i grabbed a new set, and re-replaced the files for openJK. Worked like a charm.

  6. On 5/25/2023 at 5:47 AM, MusicForThePiano said:

    Absolutely sensational dude! This is what I had in mind for the revamp of the EY4 mod. I am just starting to get around to looking at all the files again. How long did it take you to learn how to do this? This is a map file from scratch I take it, if I read the thread correctly?

    Yes it's absolutely build from scratch with everything happening in my mind. Now although the topic is about 6 years old, The revamp i did I started roughly 2/3 years ago, but you got to consider that i worked on this off and on, meaning sometimes i worked a couple of days on it, left it alone again for months (i have 3 children and they take up a lot of time). I have not counted the hours in it, and I do this also to keep up again with my skills.

    I must add that my progress curve increased ever since i swapped editor last year. NetRadiant makes alot up for the short comings of GTK Radiant, that I was using (and i was using still 1.4.0, since I ran that back in 2004/2005.

    scp_chaos1 likes this
  7. Actually, the trigger here is here the wintergear
     

    // Generated by DEvaheb v1.0
    // Decompiled from file "E:\Externe harde Schijf\Star Wars Jedi Knight Jedi Academy\GameData\base\scripts\base_scripts\hoth3\setup.ibi"
    
    
    affect ( "player", FLUSH )
    {
        set ( "SET_WINTER_GEAR", "true" );
    }

    Now i can be mistaken, but I think the Jaden model comes already with winter gear that is triggered on the variable winter gear. You could actually maybe Frankenstein a model with Kyle and the winter clothing and just swap it to that specific model for that map.

    image.thumb.png.45d46bb9d7df5663094e69c04d45188b.png

    RobiWanKen0bi likes this
  8. Okay, played this evening a bit with efx files, and see if i could mod them but EffectsEd is being borky with me i guess, so i gambled a bit with values... result, splash and subtle mist..  however, nto completely happy with it.  Fixed a bit further on the side of the area, and adding another layer of area with it. Thinking i ll place a little island in the middle with a rock structure to break up the open lake.

    DRy7qoS.jpg

    ZelZel, DarthValeria and OCD2 like this
  9. Anybody by chance has it somewhere laying around? I am more interested in a set of entities there where the ship has crashed, (fx runner and sound files). I used to have all maps completely decompiled and with ents, but sadly cant find them anymore.

    edit

    Can someone move this to the "request" forum, i realized i posted this in the wrong forum, yet i cant delete this topic, nor move it.

  10. As a note on sprites:

    Preferably, textures itself shouldn't contain the sprites itself, i always prefer to make a separate layer on it (1 tile above the surface) and place my sprite on there, since sprites can be finicky when it comes to use them in combination with different area, thus giving you more control. I use sprite combo's (3 different ones) on creating a dynamic surface of grass, in my case, one brown grass, one green grass and flowers, and in combo, you get something like this.

    x2QeVRr.png

    it helps making terrain come alive.

    As truth on what Ramikad says, bevels and endcaps in combo with sprites dont work (never understood why, but mesh in common is a pain in the editor)

    scp_chaos1 likes this
  11. NktvRpa.jpg

    The waterfall texture needs some work still, and i cant get the fx-runner there to work, plus with this, i see the top needs some work too of the waterfall 🙂

    YJA76VP.jpg

    and to give you a sheer scope of how big that area is 😉 . The idea is that i am gonna remodel a big chunk of that backside, also i am gonna change the lake a bit

    2gigboj.png

    SomaZ, Cor, OCD2 and 4 others like this
  12. So it's been nagging a bit on my nerves as I cant test maps on my laptop. Radiant runs fine, and I can compile, but i always have to switch over to my desktop if i want to test things.

    I recently bought an Acer Nitro, and upgraded it to an windows 11.

    When i follow the installation of Open JK, which i use on my desktop, i bump into the issue with windows C++ distribution of 2015, which won't install, cause i have newer. Appearantly I cant go back, even when I try to reinstall it all. Is this a Windows 11 bug? Or am i doing something wrong?

    Anybody else has had this issue?

  13. pTKT9TB.png

    a quick radiant shot, i am redoing the back part. I wasnt happy with the static outlay i had there, so I decided to switch it up. I am now building a terraced / layered setup there. The idea is that some are connected with tiny waterfalls to make the terrain more appealing and more challenging for fights, working from bottom to top, or something. I already like it more and it gives me more area to work with for the mission. 🙂

    DarthValeria, Circa, ZelZel and 2 others like this
  14. I picked up a new laptop (got the old pc just fine) and been tweaking that thing as well to set up mapping, and Christmas and family off course got in the way too, plus I took a trip with the new COD so I havent been working on it that much.

    To get back on topic. I am tweaking the environment with the big lake, Thats the only part of the map thats nagging me, due to it's large open space. In MP thats fine, but SP, which I am working with, it's bugging me, since it doesnt grip me that much, so I am trying to tweak terrain and making it more appealing, going for a different terrain layout.

    Kessno likes this
  15. I am trying to figure out a trick on how to fade out an animated texture, like with alpha layer. I am thinking its solution is  close and that i need probably another pass in my shader, but i cant wrap my head arround it since i been in and out of this thing.

    I am using at the moment the following shader for the waterfall, but the stream that comes out, i want to fade out.

     

    textures/sp_terrain/wf1
    {
    	qer_editorimage textures/sp_terrain/wf1
    	qer_trans 0.75
    	sort banner
    	surfaceparm nonsolid
    	surfaceparm nonopaque
    	surfaceparm trans
    	surfaceparm nomarks
    	surfaceparm water
    	q3map_material water
    	q3map_nolightmap
    	cull none
    	polygonoffset
    	{
    		map textures/sp_terrain/wf3
    		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    		alphaGen vertex
    		rgbGen identity
    		tcMod scroll 0 -0.35
    		glow
    	}
    	{
    		map textures/sp_terrain/wf2
    		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    		alphaGen vertex
    		rgbGen identity
    		tcMod scroll 0 -0.75
    	}
    	{
    		map textures/sp_terrain/wf1
    		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    		alphaGen vertex
    		rgbGen identity
    		tcMod scroll 0 -1
    	}
    }	

    which results me in something like this.

    oFAd9Ka.jpg

    I am looking for something to fade it more out, like using an alpha layer to make the thing dissapear. Is that possible? Or have someone attempted this before?

    mjt likes this
  16. This looks amazing, (myself, i love making outdoor maps, so always interested in seeing how terrain develops), but can i give some tips? I find the terrain itself rather flat, never is a terrain truly flat, or truly sloped in every position. you may wanna look at that perhaps. I played around in my map with sprites which can create a truly awesome appearance, you could play with that as well, if you want i can share shaders and textures.

    NumberWan likes this
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