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Everything posted by Langerd
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Love the atmosphere ^^ I rly like the warm of the fire that contrast with the cold envoirment. You can always make a low poly model of the tree and made the forest in the skybox.
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- Episode 7
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Ask me anything about the Jedi source code
Langerd replied to MGummelt's topic in Coding and Scripts
No (I am talking about SP only here to be precise) Why exactly should i check it? -
Ask me anything about the Jedi source code
Langerd replied to MGummelt's topic in Coding and Scripts
Trying to make dismember guns and i am half on my way .. still after killing the enemy his body doesnt react on eny hitloc mechanic. Even if i shot the bodies head g_debugdamage 1 code shows me that hitloc is set to - none. Is any way to fix that? I also find out that if g_sabermorerealistic is set to the default 0 (i think it is default value) saber is not using hit_loc as well.. only on the hands and arms. Someone knows where i can find the code fot the g_sabermorerealistic cheat command and how to fix this body issue? It is not like i want to shot the bodies. If i will shot the enemy with flechette for example - all of thoise shots will dismember the enemy into pieces. -
Bodies Has Hitscan - Only Works With Lightsabers
Langerd replied to Langerd's topic in Coding and Scripts
So i saw there are only two weapons that actually. I can dismember the body after the kill. The reason i want this is not to torture bodies on the floor .. but to actually dismember enemies while shooting a barrage of missles at them. The Disruptor - main and alt fire and also conussion rifle - only alt fire. These two are similar - laser that instantly goes through entire map. But i also saw in a code this line. and for disruptor This lines are similar. One thing that i dont understand is those traces. Well.. i dont understand many things. Like why the hell i see GALAK_MECH class??? Dunno . Still cant understand why bodies loss for most of the weapons hitscan but for saber, disruptor and concussion dont. EDIT: fixed this weird issue .. in g_combat.cpp line : 2348 i wrote - qboolean doDismemberment = qtrue; oriignally there is qboolean doDismemberment = qfalse; .. it bugged the dismember mechanic by simply dismember the playermodel after hurting an enemy even if we hit the tags that are not for dismemberment. Still cant find this syupid line in the code that turns off the hitloc for the dead enemies.. -
I remember here - To make Sebastian Shaw Anakin. I Saw this on facebook and i am amazed. http://epicstream.com/features/Middle-Aged-Vaderless-Anakin-Skywalker-Created-by-Morphing-Hayden-Christensen-and-Sebastian-Shaw Just my suggestion
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This is the map that inspired me to start mapping and modding. I rly Love the atmosphere and details. Lightning work is just masterful here. Automaticly looked inside the files You have uploaded. The fact that You shared the map file and Ase models is just amazing. I looked inside the gtkradiant on this masterpiece.
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Bodies Has Hitscan - Only Works With Lightsabers
Langerd replied to Langerd's topic in Coding and Scripts
I made it using Dismember like this - I started to play a little with Openjk and coding but i will not try to change or add something to my Cloud City modification . I have edited Weapons.h and i found out that there is not all options for all weapons. I wanted to change the damage of the weapons wo be higher and also the speed of the lasers. And i was very proud that it worked out. But when i was looking on the archieved topic that i started - i wanted to make dismember guns. @@eezstreet wrote that i must change in g_combat.cpp this line - if ( !g_iscensored->integer && ( g_dismemberment->integer || g_saberRealisticCombat->integer > 1 ) && mod == MOD_SABER )//only lightsaber to if ( !g_iscensored->integer && ( g_dismemberment->integer || g_saberRealisticCombat->integer > 1 )) It didnt change anything sadly. But later on i looked in the code more. In The Wp_Bowcaster.cpp at the bottom i added this - missile->dflags = DAMAGE_DISMEMBER; like this That made my bowcaster killing shot to dismember the limb. Headshots makes heads flying (This is rly fun change.. but brutal ) Also i found out that changing these lines in weapon.h : #define BOWCASTER_SPLASH_DAMAGE 0#define BOWCASTER_SPLASH_RADIUS 0 to #define BOWCASTER_SPLASH_DAMAGE 20#define BOWCASTER_SPLASH_RADIUS 100Makes Bowcaster very powerful and more fun weapon but less fun when i am fightning the lighstaber user. I think it is in the code that enemies with force powers are trying to push or jump/evade the weapons with splash damage. adding this made lightsaber user to force push - even if they cannot do it. Would be cool to change that too for weapons that are pushable (imagine jedi pushing Your main flechette shots) I also changed the damage of the melee. Now - player and enemis deals always the same damage. Still it was weird andhard for me to understand. I found out that player was dealing only 6... dmg. And sometimes even less- 3 . But Grans Boxers for example were dealing something like 40 and 60 It is very weird because everything changed after i made some changes in the Wp_melee.cpp . Now boxers and player deals the same amount of damage and it will always be 40. But i wanted to find out.. why it is made this way? In the Wp_melee (again at the bottom): So as i was thinking - maybe i will just look for the line in the code that makes enemies somehow dealing x10 and x15 with this mase damage. It was getting out of control when Gran Boxer punched me and killed me with one hit... dealing 750 damage. Wow. But i cant found it anywhere. I thought it is in AI_Grendardier but nope. But back to the main topic : - Dismember work once. After the enemy is killed the Hit_Loc of the body is turned off. Which means that - shooting at the head of the DEAD body will not deal extra damage (because headshots are 2x damage right?) . When i turned on the g_debugdamage to 1 i saw that game reads it as the : none . Not a head or leg or arm.. Because of that game does not know to actually cut the limb because damage is not based on the hit_loc anymore :/ I might be wrong here but this is my observation. -
So i made bowcaster to dismember the limb after hit. But the weird thing is that i cant dismember more than one limb. I checked with the g_debugdamage cheat that bodies have always - none in the hitscan. How to change that?
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That is because Boba_fett uses extra tags - I think Jet1 and Jet2. The wirst is also bugged in normal models because flamethrower comes from their asses.
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Yep! Because when i wanted to use the bench and Lando statue for my map - it wasnt in the orinal assets of the game. There were textures but no MD3 model. After long looking i found them in the SDK files for JO.
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I thought MD3 as misc_model will also be earesed. If You will not put the MD3 in the pk3 file it will still load misc_model - misc_model_static will not. ..I might be wrong EDIT: Because misc_model is baked into the map. Misc_model Static is just loaded model without shading from the map.
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I suggest to make MD3 mode for some things. Overlall nice concept
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Is there any line that i can add to the skin file to make whole character use one texture ? I just want make it work like the _remap line for models in gtkradiant.
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That pic shows how lightning and working with space works.. I personally prefer darker places in Jk2 and Jk3 with great light work.
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Remember to close Your map in the boxes and dont let anywhere leaving a hole to the void - this gray space in the program. It will cause a leak and it wont create any lighting for You. Also remember that walls that are sealing Your map to the void they must be structular. If You make brushes that are details in your map - Small lamps, chairs , small parts of the walls - make them detail brushes. Also Your map is a little dark. Try adding to the worldpspawn - key : ambient value : 20 That will make entire map more light. You can change color of the ambient light by adding key : _color value : r g b values here And last thing. On the top options next to brushes You have Curve - this will allow You to create patches - one sided texture patches that can be manipulated to create cones, cilinders and spikes etc. To add a cilinder You just simply click on the cilinder. It will be created with the same dimensions as the last brush You created. You have more options to manipulate the patches and cilinders but be careful with that too!
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First of all Your map is in big box .. is a common mistake and it takes compiler much more time to create Your map. A little tip from me. Try to make map as a small boxes that are connected to each other like this: The second thing.. make sure You have shaders done properly. Also i looked into the grid and i see some issues as well. The walls rly need to be connected together in a good way. They shouldnt be inside of each other. You rly need to avoid any chance to get leak. Your map should be closed to the void. And from what i see i cant be 100% sure but the grid is for making map cleaner and more conistence. I am not trying to be rude person. I try to help!
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Show us the print screen of the map inside the room. You can have some leaks.
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Try this https://en.wikibooks.org/wiki/GtkRadiant/Getting_it_into_the_game That should work Also one thing. Show us the screenshot of the map. This happens sometimes if the caulk texture is inside and it creates leak and compiler does not catch it.
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Bespin Cloud City Vader SP Mission - WIP
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
Listen Guys. Stuff is made behind the scenes right now. The mod is still going but i need a little break - means that i will not spent this time on this mod. -
Ok ! Many thanks for answers! I will remake them. Never made .roff animations before. How exactly does it works?
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That i know But how to make model not disapear?
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Wait.. Leader script makes npc run at You like teamate npc's???