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Asgarath83

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Everything posted by Asgarath83

  1. Yep, @@Langerd is right. i ported as 3ds a big area of sarafan stronghold of soul reaver 2 game a years ago i not get any problem of FPS drops. and 3ds contain a mesh with 20k vertices!!! (no splitted!!! and i am not using warzone or other HD coded stuffs! )
  2. Hello. i readed carefully all. first off, many thanks for encouragamente and invite to perseverate on my dreams. . i understood your point of view about "noojne wioll do it fore you but you can ask help for does it from youself." maybe i have express question into a wrong way. i not know much about max script . just a lot of icarus and C++ so i need help for manage a script. that's what i mean. but i am of the same idea about that. many guys asked me "do this do that and my answer was "Not, do by yourself, at least i can teach you how do it!" so i am totally agree with this point of view. also because as you told, everty onjme has his life, his time is precious, modding is a hobby and every one is focused on his own mod project on his personal view of JKA . that's is the beuaty of free modding i guess. about the replies: 1 and 2 Understood, so model DO a force push animation if i set into animation.cfg a BOTH_FORCE_PUSH animation ^ ^^ basically the not humanoid models animation overwrites the default humanoid animation used for all jedi \ sith, alien and human models. CLASS AI instead decide the kind of attack and specific aniamtion for some attack or frames in certain case. so if i want a creatur act like aWAMPA, just i set as CLASS_WAMPA, a RANCOR, CLASS_RANCOR, but this not affect strickly their animation, that's good about saber and force powers... for what i know if there are bolt_r_hand and bolt_l_hand tag into models, weapons shoots are shooted by bolt_r_hand and force power from L_hand tagbolt, (but 2 handed lightning also from bolt_l_hand+r_hand) but i wanna read the opinion of an expert on that. thanks! WP_Saber... mmm, for what i looked into my past test working on an humanoid werewolf model it is allowed only if models have hands tag + the body correctly segmented into hips torso head 2 arms 2 hands 2 legs meshes like default humanoid models. that not affected by aniamtion but by model sctructure, at least animation.. add animations for attack, if i set on CFG files. 3: thisn is a wonderfol notice! Renaming bones for each models was be a truly pain in the ass >.< the true important thing is that model have a model_root mesh_root and maybe stupidtriange_off like pivots and the animation with tjhe same names of JKA animation that they will overwrite, right? Well, this is really simplying the job! So at the end my last question is only one: can you link me some tutorial about how i can use carcass for compile and build GLA and GLM of a not humanoid models starting by root.XSI and other animation.XSI files of models? 2: this is the
  3. Mmm i have some questions and i thinjks is better that i post here instead of open other rendundanbt thread. @@Noodle @@DT85 @@ChalklYne this is for a fantasy RPG mode like purpose. about not humanoid models and animations. if i create a custom not humanoid models for an animal or a beast, i am forced to use CLASS_WAMPA, CLASS_HOWLER, MARK1 or MINEMONSTER or RANCOR to works properly with animation and attck or i can use also with every other CLASSes? if i give a saber as weapon to model, with l_hand and r_hand bolts JKA will search also swing and kata stule animation and expect humanoid anuimations? or play however only the animation.cfg and _humanoid.GLA of custom model 2 same question relaterd force power animations if i want to do a beast that use "magical attacks" 3: bone names of models need to match the bone names of default model of his class (WAMPA, HOWLER, SAND_CREAUTRE, MINEMONSTER etc) OR is fully customizable? i need to rename models's bones into max before esxport XSI of every animations? 4: is there someone on JKHUB that fcan help me writing a script for 3d max 5 or 2010 for allow me to import animations file from a graphical format not much easy to process? ( Perfect World Mmorpg .BON files)
  4. Hello folks! Today i loaded a model of a monster of the game perfect world inside 3d max 2010 with a SKI max script impoter. the script loaded first the BON files with skeleton and after the SKI file with models. i see the scripts works fine also on 3d max 5. i get inside the scene the model, with the skeleton, already rigged properly! After i loaded STCK import script and i get the monster properly animated. But for export the monster to JKA... what i need to do? when i load an STCK animation it override the previois file. how can i create a not humanoid animated monster? not humanoid animated models can use saber and force powers? maybe as invisible ssaber blades triggered with bolt_r_hand and bolt_l_hand tags positioned into mouths or claw of the monster for strongly hurt more of melee attack and cast force drain and lightning from mouth when use force power? so i not forced to use WP_MELEE that do really too low damage -.- so the question is: 1: not humanoid models supports use of WP_SABER? what i need to do for allow it to use? i see that saber_droid can use, so i think of yes, but,.. maybe i need to detach correctly the model into the nine basic mesh? with correct hierarchy? head, torso, hips, l_arm\r_arm, l_leg\r_leg, r_hand\r_hand? not sure of that. 2: how can i load all animations of models inside the same frame sequence? i need to save every animation into an XML file and after load the XML for merging that how i watched in some web tutorials? or what? 3: after i get the monster with all animations into one frame sequence what i need to do to properly export into GLA and GLM format for Jedi Academy? @@Langerd @@AshuraDX thanks for every answer. the model inside of max. already rigged and uvmapped http://i68.tinypic.com/2qi61sn.jpg
  5. well... maybe a func_usable or func_static with unactive field setted and model2 key with model spawnflag? not sure, i never tryed. into jedi outcast there is the first map when kyle destroy a reactor and reactor push a looong deadly flame into a tunnel. you need to wait that flame is expired for pass without die and pass throught reactors's ruined. i think you need to decompile this map and see how works this part of level, on radiant and on icarus too. so decompile also with dehaveb the scripts of JO first level.
  6. @ How do you forced JKA to accept models with so much polygon complexity without the "shader_max_indexes_hit" mesh "have more of 1000 vertexes error" and "run out of trasform space of ghouls2 adjust mini heap size?" these errors are my nightamares every time i work on a HD model! >.<
  7. remember you need to rebuild the map after you remove fog brush or fog into worldspawn or edit fog shader. the best way i think is to edit the fog shader for increase the translucent amuount of visibility and after rebuild the map. but you NEED that q3map2 in that case read the SHADER. do you know how to make a shaderlist file and also how to make an assets for editing maps?
  8. *facepalm* the fog... yeah, the fog. yes, is for the fog! a map with full fog in all world map instead of a fog with a brush textured with "fogs" shaders is opaque and with low visrange. you need to remove the fog, first by worldspawn, and after set the culldistance into worldspawn. personally i love the foggy maps, are so suggestives and also resolve problems related to horizont blending of large terrain maps, but are you owns. for set the culldistance of a fog, you need to create a custom fog and set this on his fog shader itself into the SHADER files. not map editing is strictly required in that case. is like set the opacity of water. fog is like water shader... but without water XD
  9. I think you mean a Mod, not a Mode. if i remember fine, i make the EXE and dll of Epic challenge mod IV with a of saber color as blue and white. and also i add a new weapon: the clone wars age repeater blaster with blue lasers. but you cannot use sabercolor from menu of JKA, you need to create your custom saberfiles that have as sabercolor white or sabercolor black (or dark? now i not remember as color!) and you need also to custom create the shader files for saber tube and saber glow. if you have not familiarity with JKA modding, you need to starting to modding for reach this goal. I see ECMIV is not again released on JKHUB, maybe is in development process, but i remember that i did a lot of color, with dark and white too when i wrote the code that i passed to RJA. you need to contact RJA about that.
  10. I think you mean a Mod, not a Mode. if i remember fine, i make the EXE and dll of Epic challenge mod IV with a of saber color as blue and white. and also i add a new weapon: the clone wars age repeater blaster with blue lasers. but you cannot use sabercolor from menu of JKA, you need to create your custom saberfiles that have as sabercolor white or sabercolor black (or dark? now i not remember as color!) and you need also to custom create the shader files for saber tube and saber glow. if you have not familiarity with JKA modding, you need to starting to modding for reach this goal. I see ECMIV is not again released on JKHUB, maybe is in development process, but i remember that i did a lot of color, with dark and white too when i wrote the code that i passed to RJA. you need to contact RJA about that.
  11. mmm i found that into a steam forum, maybe can help you You will have .cfg files in your base folder where the game files are kept. Have a look at all the settings. Change some of them and then 'save as' for example: shackleford.cfg. Then, when you are ingame bring up the console. For M/P type: /exec shackleford.cfg ENTER. Another alternative is to just bring up the console while ingame and change each setting manually. For example: seta cg_fov "80" seta cg_zoomfov "40.0" If I set this: seta r_fastsky "0" to this: seta r_fastsky "1" You will have no skybox at all, just black background. But honestly i not know what is the consolle command for edit distance rendering on JKA. is more a coder relating question i think. distancecull change the rendering distance of brushes and map areas but for entity... i never tryed or get the necessity to do... so ... boh?!?!? i think is more a code related question. maybe you need to ask to some coder of JKHUB forum that know better of me the deeps of JKA graphical enviroment.
  12. change distancecull parameter inside worldspawn entity. for see the entity, select a brush of the map and click N. example if you set "distancecull 40000" you get a visibility of 40000 map units. consider that player is a box with 32 map unit of lenght and 64 of height. https://jkhub.org/page/mapping.html a lot of tutorials for learn basics of mapping. enjoy. i raccomand you rich diesal university. i learned with it.
  13. well, for every brush-structural modification of the map you are forced to decompile the map and to manipulate his geometry. i not kow any shader functions that apply a "lens" on a skybox for appear it more far or big. so if you not have the original map files used for first building, you lose all these stuff. but, is "easy" as request, yes. is sufficient to convert t2_wedge.bsp to a map file, open to radiant, select skybox brushes, select edit -> arbitrary scale and put the value you want to scale (2 times? 3 times? ten times? and after rebuiild the map. pity the f***ed q3map2 debuiling destroy all these stuff of the maps :\ i not know other way. if you know a way for debuild a map without lose any thing, let me know. this issue is crappying already today every one that one to edit or modify a map. but is also a protection against map stoling of the modder custom maps. make a map require months of hard works of a talented mapper, some time also years, so if you have not the original file of a map... original of the game, or customs by a modder, you cannot do a nice works of edit. recently openjk support entity modding and if you wanna change simply an entity of trhe map you can just use that feature and rebuild as -onlyents. create an *ent files thar overwrite entities of bsp file. but this works ONLY for NPC, targets scriptrunner etc. for brushes you need really to alterate map geometry and skybox, funcs, doors, elevators, lifts etc ARE brushes entity. .-.
  14. So require to works about a menu like lightsaber menu. interessing... mmm, maybe also for a quest menu is possible to do something like that working about properties of ingamegototier and tier1, tier2, tier3... i need to think about it. :3 now i think... i see something like that into JKgalaxies mod. maybe i need to check the git hub code related.
  15. this is one of mainly motivation i am doing a code about NPC fighters for Single Player. i was tired of "false fighter" moved with path and scripts on cinematics or ROFF files (t3_byss fake tie_fighters attacks). dogfight is near to be end, but i need now to works about the collision against brushes and skybox (i wanna that fighter autodectet brush distance and avoit to bee to near )and impact and crush dmg of fighters, they are too dulls and explode on ever stupid hit against surfaces or another fighters.
  16. Blender 2.68 have a decimate function poly that preserve uvmapping and texture displacing, i tested in on some models of alien creature of my science fictiion project did with spore game and exported on collada with spore collada export. after a lot of decimating, i decrease verts and poly of my alien plant begin compatible for JKA, also, for avoid other trobuels, after that is sufficient to split models into parts that haven't more of 500 vertexes each one. :3
  17. Is not really a modding assistance request but is more a question concerned the possibiliets of JKA. i know there is an MP OpenRP mod unfinished for allow role playing into JKA but is possible, without coding, to do something like that on single player? i mean. 1 - some kind level system of character \ NPC with unlocked skills\force powers 2 - this is the most important feature: instead of using cutscene for teach a story, NPC interactive that are usable, like droid r5d2 on t1_surprise map, when you use, appear some kind of menu or dialog box windows with briefing \ story \ dialogue that lead to mission objectives.-rewards etc. i mean, like happens on some mmorpg games as neverwinter or perfect world. i not want to convert JKA into a mmorpg because the idea is for single player, but i was wondering if is possible to do something like that on single player. 3- a possibility to get multiple weapons models on the same slots: example WP_BLASTER: can you load a large amount of rifle weapons. WP_REPEATER: a large amount of repeater weapons etc. maybe with customizable dmg, sounds and effects. 4 -a system for weakness \ strenght \ resistence of enemy to a same weapons or attack respect to others , like DEMP2 weakness of droid. (but this is easily doable with the code if you edit g_combat adding other MOD condition damages below DEMP2 damage) i am pretty sure that the point 3 and 4 require code editing. the 4 itself surely. about point 1 and 2, there is some way for do it with scripting? maybe with declaired variables about the level upping system. (like variables used into t1_danger)
  18. Well, i think is possible if you use COD radiant ONLY for do the map structural brushes \ patch \ terrains and after port the map file into gtkradiant and use gtk for placing light, entity and building map.
  19. why not one love more the poor XP? ç_ç well, in every case, i think it cannot works howeverr in my case because i have did a long and personal code editing of OpenJK that change JKA gameplay adding starfighters battle with NPC (wip again) and a gameplay more like an RPG game or a legacy of kain game (with force fall, 16 new forcer power, many with AOE attack and a complex system of custom damage of weapons by class of victim, like DEMP2 against droid, for create better fight against monster and elemental creatures ) so example: fire balls deals more dmg against a frost monster that against a fire monster, that resist to the weapon. and also a lot of other minure changes for expand NPC \ SAB limit, do dmg customization for sabers and expand fxscheduler effect buffer size. because it also is separately by rend2, well, i tryed to use rend2 some years ago, but game become unlookable with some absurb aberration chromatic effect of all meshes. i suppose because the vanilla rend2 dll are not compatible with my personal dll. so also, if you end warzone code and share on github i fear i need to. - download entire source code of rend2 and warzone - edit my code for add all modification for making compatibility of dlls. but my code is builded on Microsoft visual studio 2010 on an up-to-date unsopported open JK, because i start to code on 2013 year. so i fear will be incompatibility of code also for different version of Open JK we managed it and relative stuff missing on my code functions... so... i am little concerned about that. time ago i see a thread with an utent that i not remember the name, that work for a plug in for radiant for do terrain maps very large. i asked about that and for me it was sufficient and ashuradx told me about warzone existance. i love your works, but i am not sure that i will use for all this tecnical troubles. .-.
  20. feel free to not believe, but i go on win 7 some years ago. unfortunately, after a lot of days i experimented a lot of trouble. i have serious heal problem and i am photosensyble. on XP monitor frequence i got is ever setted on 60 Hertz. On My seven version, it silly change automatically to 75 Hertz every reboot, with monitor become insanely brightness and i got a lot of nausea and sight problems crisis. so i am forced to take XP for thas motivation (and also because i hate to lose weeks to reinstalls all my programs on seven... obvius i not escape from that painful in case of formatting argh XD), however, my OS are also 32 bit, today alls use 64 bit system. so i am asking if warzone run also on a 32 system. about my machine, my processur is enough powerful to run games like Skyrim and Saint Row 4 so i not think shoul be problems with warzone related to CPU powers. it's just a question of OS.
  21. @@UniqueOne sorry but not works. i create a batch windows and i go to folder of the program and i wrote "wzModelBatchConverter dae obj" but not works because i have a Windows XP SP3 old system so "invalid win 32 application" that concerne me also about warzone, i hope it will be a XP SP3 support and not cutted out my OS like all entire world is doing with obsolescence programmed of informatic tecnologies. is really a shame. i cannot upgrade to win 7 or more for my personal motivation and at the end, if only microsoft instead of kill WIn Xp released something like a SP4 package update for allows XP to be like windows 7 a lot of people that use again this loved OS can avoid a lot of pc stress .-.
  22. ehm little question, how i use this program? i need to use prompt line command or i simply put the models inside the folder and run the batch process? i see also on batch file that it manage just the dae converting into OBJ, but i am working on a conversion about MOX and BMD to 3DS... otherwise, i have also some DAE models (map areas) of legacy of kain soul reaver 2 that are a pain of the ass to retexture and convert into blender (at the point i ripped area by game, not exactly nice solution .-. ) maybe i can use for that for my lok mod.
  23. Yep i understood that warzone project is prioritary. Thanks i try. i get also another solution into the last day, and i was too busy for write on this thread about it. i thanks you however. an another way for convert mox and bmd respect a 3d object cvonverrer can be really of help. :3 i am also very busy because i finally managed the dogfight of my fighter NPCs and i am anxious to finish that for share with JKHUB community, but miss again somethinfg like flight evasion manouvre (but i think i can manage with arial and cartwheel animation, my fighters are rigged to humanoid skeleton LOL but only to pelvis bone but if they executre a cartwell, they rolls! XD) and other stuff like avoid collisions with other NPCs or grounds and brushes and map geometry. (maybe detecting GROUNDENTITYZERO check and mantain a certain distance by brushes and worldspawn. also i need to end the player class of fighter and the ucmd for flight (i think it will departure \ landing like a tie fighter vehicle and flying like the "noclip" command cheat and the UI HUD of the fighter. after that i will share with all JKHUB the basic code, and i think creating other AI classes will be full customizable for create a large amount of fighter flight behavours. (so, maybe a NPC CLASS_AWING will be more versatily and fast and with more better evasion and moving manouvre of a CLASS_YWING or CLASS_TIEBOMBER ... but i want this is possible alto to customize with NPC files with evasion \ move \ aggression field, yawspeed, walkspeed and runspeed. Ending our projects, JKA can gain much! you can create a rendering engine that allows rpg and open world game modes and i hope to allows a starfighter battle modality like x wing alliance and rogue squadron 3d into SP client. (For MP there is already the asteroid and siege_destroyer mods)
  24. fastest way should to decompile t2_wedge bsp to map, scale skybox to your desired size, and rebuild,. BUT... - you need to remap all textures and fit again - you lose all light entities and need to re-light the map. - you get invisible geometry leaks of walls, that you cansee only on rebuilded map. you can convert the walls leaked into structural for fix the leaks. BUT... really, i non encourage you on this way. .-.
  25. @@MGummelt i need really to thank you sir. i follow your suggest of apply to the fighter a function that emulate the rocketthink, but edited for affect an NPC instead of a weapon shoot. it runs when the fighters targets an enemy. works pretty fine! i called for alpha testing olonseek ( gentity_t ent ) this works nice! seem really to play with X Wing Alliance insted of JKA! i just removed the stuff that make explosion of rockets and the stuff of nextthink function because they are unuseful for fighters. o need to deactivate automoving at runspeed into dogfight or combat are just a crazy go run in front and back, and is not much nice to see with NPC dogfights. but is not a problem, i thinks the AI is editable and customizzable by class of fighers , it's a common AI when i'll set different flight parameter for each fighters class so every one will have his custom flight style. also, the homing rocket can match the speed of a target they chase, so fighters not need directly an autorunspeed into the combats : 3 they go fast as opponents. the unique issue is the dogfight against npcs. because if i remove the fabs code on maintain height, with rocket code stuff fighter fly istantly on the up of the map when they see an NPC enemy (not do against the player WTF) if i use instead the cap height fabs for match fighter height to the "eyes" of opponent, they do that but more slower... pretty strange thing. oh, well, when i'll fix that fighters will be perfect ! thanks again sir! :3 i was going crazy by happiness to see the evolutions of my fighters into dogfights npc vs npc and player vs player today. also, they explode if i shoot three times... this is nice! hehehe XD i destroyed a lot of tie squadrons today . °W°,
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