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Everything posted by Langerd
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Still .. basic animations. First i fought that is it because of the npc class - Rocketrooper.. but nope. I still thinks that it is caused by this : As i said.. even hex editor didnt work on that. It destroys the file. This is _humanoid in models/players/_huamnoid_cg folder.. But path in the gla goes to the default one.
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https://www.dropbox.com/s/bu1x3cp82lvkex8/crys.RAR?dl=0 Here Ya go! Like i said this is just copied _humanoid but in the other folder and with diffrent animations. Check it in the game.
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In Glm there is a path to the skeleton so i made it like that : models/players/_humanoid_crys_guard/_humanoid In Modview the animations works fine! Because it is actually using the animation file... but not in the game.. The catch is that .. the gla file has the same stupid thing. It has path but for normal _humanoid... There were tutorials that wanted me to use the hex editor and even notepad (but in the desperate situations..) but they didnt help :/ The Gla after saving the changes was crashed.. I wanted to make it work in blender but blender is crashing too.. Is there any program (3D program) where i can fix this? Edit: I remember that it is possible because the Movie Duels 2 modification had diffrent animations for all characters so it is possible to do it..
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The Force Awakens Conversion Mod for SP
Langerd replied to GPChannel's topic in WIPs, Teasers & Releases
Lawl :V -
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Shieeeet... This sounds rly hard then :C
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I believ there is effect for blaster called npc shot. Dont remember about other weapons.. when i was changing the bkaster bolt effect i was confused when i was shooting at stormies with fireballs but they used blasters.. Dunno about code though maybe there is kinda option to change the reflected efx Some files dont make sense in jk3. In many assets of the game there is a competely mess :/
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Help! Maybe i could upload here the model for someone to make it work. http://jkhub.org/topic/2072-how-to-replace-the-animation-for-just-one-character/ I got this but the Hex editor didnt worked :S
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Well i want to make my crystal guard model use diffrent animations. I imported the _humanoid from the "models/players/_humanoid_crys_guard/_humanoid folder" to blender and selected whole modeland than export. I also put in this folder animation and animevents. I gave the paths and checked the animations of him in modview. But when i wanted to see him in the game.. he was using basic _humanoid animations :S (In my mod we dont have guns but elemental powers. Players are shooting stuff from left hand.. but for him i want to use two hands just simply using the force lightning animation) How to make that work? Is there a path thing in _humanoid as well?
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https://www.youtube.com/watch?v=SRtn9KO0omY https://www.youtube.com/watch?v=Lu7xUFdssjk Here You go Ok! So i will upload it maybe tommorow and Give You all the credit for the model
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Please Make A Jedi Academy Version Of This Map
Langerd replied to Jaws123DRevenge's topic in Mod Requests & Suggestions
Well this map is old and not very well "gameplay" value worthy :/ And also it needs the jk2 textures... I remember this Carbon Freezer map. It was in the KOTF assets. Check it there. -
https://www.dropbox.com/sh/6r0coa0kpbht8cm/AACMYMC7WjWFH01daTafdyd5a?dl=0 Here You go Btw is there any chance too upload my version of the axe?
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SET_DMG_BY_HEAVY_WEAP_ONLY - does it work in Jk3?
Langerd replied to Langerd's topic in Modding Assistance
O_O .. or how abou crystal sword? ... You have so many awesome ideas Man! -
O_O Something is not right .. it is 3:00 o'clock .. maybe i should go to bed
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Ah about this top thing... In some situations the model parts can be as one object but they are not needed to be directly connected. Keep that on mind that the models limits are not only verts! Triangles have a big role here too.
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First: I think that in some places Your model is too detail. It is not only good for the game but also makes Uv more complicated - Specially when You have very thick elements . Second: This is the old game and some models will not be in front of the player eyes. You dont need to make texture 100% nice and clear laying on the model (see for example clones made by neomarz1 - http://jkhub.org/files/file/601-clones-ultima-vm/ ) So in these thick , narrow places there is no need to make them detail looking (in most situations) Third: Make these UVs more plane looking. Making it many small parts is harder to make them connected. Specially when You want to make a smooth connection. When the uvs are made in parts it is hard... they are too seperated. AND very very imprtant thing! There is no need to make the model like You made on top. And last thing. Hmm .. When You have elements that are similar or just looking the same - they can use the same texture I just take the Uv on the right and place it on the same looking object's uv to make them look the same. This is not making good effect when the similarity is very visible and when they are next to each other (nobody like the repetetive textures becasue they look ugly :S) So i hope that will help Also for bonus ... I have textured Your model today in 3 hours. I am learning some new stuff and Your model was great lesson for that 83 Some screens of the UV how i made and screens of my model I am just self learner so i am not advance modeler. Check some tutorials about Uv and modeling!
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SET_DMG_BY_HEAVY_WEAP_ONLY - does it work in Jk3?
Langerd replied to Langerd's topic in Modding Assistance
Well i made the func_useable phisys_clip textured cilinders that cover the towers. When enemy goes on the middle of the arena to recharge the towers are breakable. The problem with Heavy_weapons is that.. the only emplaced gun, tie fighter and atst_main and side can destroy it. Rockets and Concussion doesnt work on them. The Demp2 problem will be solved by me with just simple solution - This is my sp mission so i wont let player get that weapon before this fight. -
SET_DMG_BY_HEAVY_WEAP_ONLY - does it work in Jk3?
Langerd replied to Langerd's topic in Modding Assistance
Does the Set_health script work on the func_breakable? -
SET_DMG_BY_HEAVY_WEAP_ONLY - does it work in Jk3?
Langerd replied to Langerd's topic in Modding Assistance
This method doesnt work well because.. I found out in many places that alt attack of Demp2 weapon can damage behind the walls. I find that also with Jk2 when we had to mind trick the imperial officer. I killed him using demp2. That is why i wanted to make it 100% sure that it couldnt be destroyed. In Jk2 (again) in the artus_topside mission we had to destroy Ion cannons. The only way to do this was to turn off the shields. Everything with bosses works . I have only problem with these towers. I was thinking about func_usable showing up but i wanted to make it in more serious way Edit: Also i checked the original scripts of the Jk2. SET_DMG_BY_HEAVY_WEAP_ONLY was used for Ion Cannons -
SET_DMG_BY_HEAVY_WEAP_ONLY - does it work in Jk3?
Langerd replied to Langerd's topic in Modding Assistance
Anyone? This is very important for my Morin mod.. -
The armor parts look awesome but the cloth needs a little work i think Good job!
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Daymn O.O That still looks very complicated. Is it possible for You to send me it?
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Ok i want to make 4 towers that are func_breakable . I want to make them indestructible BUT breakable after killing one enemy. But i want to switch it back when one tower will be destroyed. I wanted to use the SET_DMG_BY_HEAVY_WEAP_ONLY function but it doesnt work :/ My script: When one of them is destroyed it is removed from the game. So if one of them that would be destroy is affected it wont work on the destroyed one but on the other towers... But it doesnt work :/
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Quick question - are You using two textures? Or only one?
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God Like work!