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Asgarath83

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    Male
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    Italy, Sardinia
  • Interests
    Star Wars, Star Trek, Reading, Writing, Fantasy, Science fiction, comics, music, art, science, astronomy, biology, history, misteries of life, magic, etc etc etc.

    Please, not ask me more for any kind of help or partecipation on modding project. I have an hell time with heal's problems, so i cannot manage no one more of these requests.

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  1. you should search the cvar "cg_crosshairForceHint" into the code and go undo with reverse engeneering for see the chunks of code involved on it. use "go to definition" and "find all references" of visual studio for find all code places when the cvar is called and configurated. i not know where is called the shader used for forceusable objects when you pass the crosshair on them, but crosshairs colors i guess should be into cg_draw.cpp or cg_player.cpp or some place like that. sure they are set into the cgame folder.
  2. Well Well... Making a Character: - MakeHuman for shape the body. - For Clothes... again i not found a solution, i guess i will do some kind of asset on 3d max about it by kitbashing various models... some stuff is on 3d warehouse. -------------------------------Making a MD3 \ 3D Models Assets, Weapons, ETC : Open Game Art, 3DWAREHOUSE for get stuff, sites of free textures for get textures, choose ever CC0 or CCBY stuff low poly. Blender for assign material and compile MD3 (cause of batch functions for copy md3shader parameters tons of time) + MAX 10, Q3ME Of Ashura for Get autoclip collision stuff. --------------------------- Making a Map --------------------------- Old tools: - Easygen for make terrains / GM terrains New Tools: - Alternative: Ashura Q3ME for make terrains, most fast, most accurate. Walls and brushes: SweetHome3D for fastly draw the walls architectures Q3ME and 3DMAX for convert to MAP format the prefab map structure GTK RADIANT CUSTOM of MJT for build the map, adding MD3 with autocollision (no more pain work for draw manually collision on 3d max, collision of MD3 is generated during map building) ------------------------------------------------- VISUAL EFFECTS: EffectEd SHADERS, NPC file, Sabers data, weapons data, weapons customization: ------------------------ Scripts and Strings Scripting Icarus: Behaved and Dehaved. notepad for edit *.NPC., *.SAB, *.GUN file (weapon customization lib added with coding, WIP unreleased, unfinished) ------------------------------------ Audio wav, MP3. ---------------------- Goldwave, Audacity for edit Morphvox for edit voice tracks and change timber of voice. --------------------------------------------------------------------------- CODING Openjk + VISUAL STUDIO, Cmake, Notepad++ ----------------------------------------
  3. Asgarath83

    Thermae

    I love Mithological \ historical \ Architectonic map Themed, so is impossible for me not enjoy your job! Also, as Italian, maybe i can particulary like how you reproduce the column and vaults style of ancient rome empire. Walk in this map for me is like walk into a little piece of memories of my ancestors. Thanks Biggs! You make my day.
  4. Wonderful kitbashing!!! beatiful model! : D i love your modular approach of character building.
  5. Oh my! as a fantasy writer i love it! thisis exactly the contains that i love mores! These are amazing for be demon bosses! You are a wonderful artist! :D
    I finished to played this today, after i started a new game. For be the first single player expansion of JKA history that's very good as project. This mod added two new quests to tier2: crash on tatooine and capture crime lord of okofo. Crash of tatooine: this mission is short but fun with an impressive action cinematic at the start. a swoop race into the rocky tatooine canyons (i guess the regio is beggar canyon) is really funny and amazing, a little more hard that the swoop run on zonju V. The siths at the end of the levels are really nasty enemy, but they can however beated with a lot of tactic also with a rank skill of apprentice and force powers at medium level. better to have a good force heal and absorb rank level for this quest however, at least rank 2. there are some combos of lightsaber with saber fast style that can easy take down the first reborns. the final reborn masters, well, i confess that i use a flechette gun main fire (i carry flechette on weapon selecetion menu before start this level) for make the enemy more weak, shooting him below the lamda shuttles feet, so i cannot reach and slaying me with saber. i love the fact that there is a very strenght adversare, too strenght for a jedi apprentice, cause on that way players are forced to use intellect for beat instead of just use lightsaber and brutal force powers! I like the sun flares of tatooine skyboxes of this level and the amazing shadow projections of the canyon rocks on the road that you run with the swoop. is a good graphic quality -------------------------------------------------------------------------------------- Okofo quest: maybe i am dumb, but i find this level much diffucult of crash of tatooine. Why? well, this map need to some improvement. i love the underground thugs criminal labirint style and the dark metropolitan sci fi style of this map. i really love it! There are a tons of enemies of all kinds: alien thugs, imperial and cultists. the map alternate empty hallways with improvvise rooms full of enemies, and use jedi sense is necessary for avoid ambush and troubles, cause they have a strong amount of firepower and can easily take you down also on padawan level difficult.so it's an hard level, so i suggest to face it for last, after you collect as max force perk you can for make this more easy. Now the glitches: - objectives not show in datapad, but that's normal. they are hardcoded and require code hacking for work. - the first elevator with the stormtrooper corpses , and many other elevator sometime are stuck and bugged and so is not possible to take an elevator for continue to walkway of the level. the first time that i played the map, yesterday, i used the noclip cheat for bypass that issue. is possible to fix it if someone have original map file and add switches for call the elevator like on other jka level. the door of the hangar that contain the imperial transport at the start of level, when you get the console that open all the doors that allow you to access to the rest of the dungeon are CLOSED and into the cantina full of thugs at the start of pathway there is not any switch (or at least i not find any kind of hidden switched) that allow to open this damned door. so i used noclip for go throught it. after that, at the second temptative the map played Normally. is a great wonderful level. Okofo should get an high appreciation into the recently underworld contest, really, this map breath with the atmosfere of undercity gangs! is like a very gloomy and dark version of coruscant. I love the cutscenes of briefing and debriefing with republic soldier that ask for help I want to make a little suggest to map author: i not know if this works, but for avoid that code raise up the storyinfo cvar, maybe the new maps should put the storyinfo cvar to a --1 value, instead of a ++1 like to the other target_level_change entities into the original t2 quests maps. i guess, that should allow to play all the entire tier2 missions without code hacking. cause there are 7 quests with expansion and so on that way storyinfo cvar get a Rancor +1 Zonju +1 Dosunn +1 Rogue +1 Crash of tatooine -1 to cvar Okofo add 0 to cvar so now cvar is on 4. play krildor level and it turn to 5. is not perfect and is little complicated but at moment i not know how fix it without code hacking. That's all, with some improvement this mod can be one of my favourite. I hope someone will fix okofo maps and fix missinb objectis and tier menu progression, so it can be full played and enjoyed, maybe also adding a TONS of new levels and missions! 4/5 stars.
  6. Nice model and piece of work, Noody. You do that by zero, no porting, no kitbashing, 10\10 only for the effort and the hardjob you make for do that! :D
  7. i love it , but need a tons of fixed with a better assets porting and code hacking for really works 100%. :\ for me it's glitched. doom_shield level crash killed galak. i guess for gravity sets on zero. see my review for more info.
    I am playing this mod with openjk. well, also if ever loved the idea of play jedi otucast from jedi academy, there is a lot of bug i've seen that i want to talk here: the mod works pretty well at ... 90% of cases. that's the issues: - the first are the total missing of jk2 assets, it cause texture and shader missing with blank textures in every parts, cutscene with missing dialogue, missing md3 models, etc. for fix that personally, i put a file called jk_otherstuff into the base directory that contain this folders ported by JO base folders: -effects - gfx - levelshots - models -textures -video -sound/chars with all the folders of jko characters for contain dialogue sentences voice tracks. also, i added manually textures/skies/stars.jpg for fix the missing skybox star into cairn first level outpost. i want to stay away by the fact that NPC on jka are totally dumb and idiot and static despite of jedi outcast, this is a fail of jka engine AI , not of the author of this mod. I want instead to signalate various glitches more bad, i guess ever caused by code lacks, these are gameplay difference respect of jo that make ported jo in jka insanely easy: - mark1 droid not shoots. - many turrets are "dumbs" despite of jedi outcast with less vigilance and reaction to kyle presence. - imperial commanders not use altfire. - galak mech not have the visible bubble shield, repeaters burst from galak mech models shooted by hips instead of arms, he not use slam fist attack, and the other energetic beam atk of jedi outcast, that use destroyed the shield. he not use repeater altfire concussion, that make the fight against galak insanely easy respect of Jo when is really a nasty adversary. - CRASH: when galak is killed doomgiver gravity fail down into jedi outcast and kyle need to escape flying into the air, at least on my game, in this moment the engine crash. i not understand why, but SET_GRAVITY 0 or whatervers happens into jedi outcast at this point as script not like much to jka engine. Now the good things: i really appreciate the Sanguine Hipster job of make "two games on 1" , that's need just to be improved a lot. but that i guess require also some code fix for make JKA more... JOish. so is not absolutely fail of the modder, but fail of the engine. i really appreciate the idea and play JO on JKA engine is very wonderful for likes and enjoy better graphic and enviroments. i really love the labyrinthic lives full of puzzles and dilemma of JO and the old game style when puzzles and intelligence was more important of HD graphic and visual enviroment, like into modern game franchises. 4\5 is my vote.
    I played the map just now and... i am very pleased and wondered °o°. The map is very detailed. the music allow to really breath the mistery and danger atmosfer of this hidden and far outpost. The lights are lows, and that make the ambiences really intringuing and darkly, misterious. You can never know what's hide after a door or a edge of wall. The mine is labyrinthic and claustrophobic, very well done, with supporting arches and beams. and various way and passages. if you are tired from trips, there are a little hidded cantina into the landing pad. i suggest to explore the machine room of the starship. the I am impressed with the precision and the ability to produce patches with which ramikad has produced a splendid cooling grid. the hardjob done by Ramikad for do that, and the cure for details, very is very impressive. i put on this map max value, 10 to 10 only for the work and passion he has dedicated to realise it. I LOVE the floating asteroid belt on the sky. this is not a map. this is Art! about the other things, i can just tell you: watch out for trap... ARGH! *clangs* *died*
  8. That's right. Is possible to easy use JK2 models into JKA. but the inverse operation require re-rig the JKA model with JK2 skeleton. if i remember fine, Jka skeleton have 53 bones, JKO skeleton 72 bones. I agree to wonko and canseco that a script that make autoconversion should be the best way to solve the problem. fix it manually can be a lot tedious. (re-rig model, or manually add missing bones and do hierarchy and eventually rig of it)
  9. What the hell!!! a... a NPC entity spawner that bounce into itself! O.o sure a very fast and direct way but it can be the motivation for crash, the easy way to fix that should be to edit the map for use a target_counter -> target_scriptrunner that lead to a script with wait 1000 "use Swoop" commands and see what it happens, there is sufficente debounce time for avoid a CRC error and for allow engine to free entity. also if is added delay 1000 to target_counter or to scriptrunner for increase the debounce time. but it require or entity modding, or original MAP file. if it crash again, should be very hard to fix with code hacking. or at least i am not sure exactly of how do it.
  10. so is a problem of missing delay... i wondering if that could be fixed with entity modding adding a lot of delay to the target_counter or whatever entity is used for respawn infinite vehicles. I guess i need to decompile the Map and to check directly how entities works. i need specific informations.
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