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Everything posted by Asgarath83
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Alternative to MD3 format for misc_models
Asgarath83 replied to Asgarath83's topic in Modding Assistance
so basically i need to slaps all texture inside and model path and export md3 inside this model path? i need also to change reading path of max relative to the bitmap \ photometric files destinations? -
Alternative to MD3 format for misc_models
Asgarath83 replied to Asgarath83's topic in Modding Assistance
Nope, i tryed the plug in on the last link i inserted above in the last post. i exported into MD3. mmm so... or path is set on 3d max before exporting md3... or path is set on blender with md3shader inside custom properties, before export with mrwonko plug in. all other tecnique cause issues and not allow to apply texture path in the correct way. md3shader on blender not works on 3ds and obj. already tested. .-. how can i set texture path on max for have fine textures? @@DT85 -
Alternative to MD3 format for misc_models
Asgarath83 replied to Asgarath83's topic in Modding Assistance
well it works but textures on radiant are missing and it told me on load model Texture load failed: "1" Texture load failed: "" Texture load failed: "X" Texture load failed: " " Texture load failed: "¬" Texture load failed: "" -
Alternative to MD3 format for misc_models
Asgarath83 replied to Asgarath83's topic in Modding Assistance
yes, i know about modelscale key not worry https://jkhub.org/files/file/1848-3ds-max-2012-32bit64bit-md3-exporter/ that? seems pretty nice... pity i have max 2010 and max 5.-. i i fear it not works. i haven't max 2012. :\ https://jkhub.org/files/file/2982-3ds-max-quake-iii-md3-exporter-multi-version-pack/ oh, nice there is already that... i wanna try -
Alternative to MD3 format for misc_models
Asgarath83 replied to Asgarath83's topic in Modding Assistance
well i not tell these about the plug in. also because is not easy to put a model or a scene inside max preserving textures and material before convert into a map. i did some test... mmm no format works fine like md3. also with custom properties md3shader put into data on blender before export, obj and 3ds lose these or ignore texture path. 3ds are nice rendered on max but without texture... for see texture i need to put into models folder... not much good with tons of models. obj... total fail. their are not rendered at all. if obj is imported by my max is rendered but is without textures. if obj if exported by blender geometry is missing... so there is no other way.. md3 or nothing... ._. i seen about Ase, but ase sometime deform textures and strecth uvmapping, no format is compatible like MD3 for radiant and JKA. -
I need help with the creation of prefabricated buildings.
Asgarath83 replied to scp_chaos1's topic in Modding Assistance
https://opengameart.org/content/modular-building-asset-0 i not know how much they can help you but should be a start point. https://opengameart.org/content/modular-3d-buildings give a look https://opengameart.org/art-search?keys=modular the problem is to convert and port all these nice stuff into radiant and convert into brush or misc models... but misc model need collision! >.< ... so, good luck man. -
I wanna build maps by prefabs and i found on web a lot of free architectonic stuff, but i need to know a thing. 3d max and gtk radiant can manage, other that md3 format also OBJ, 3ds and ase format for misc models. i know hown to create or convert an md3, but apply texture material each time for each mesh with custom properties and export every mesh into a modular piece is really a badass and painful work . and also mesh need to be decimated for not overload 1000 vertexes limits (but is optimal not go never over 500 vertexes for mesh for avoid shader problems) i am curious to know the following things: 1 how to apply textures and materials path or change the path to a Misc_model did with obj or 3ds format. 2: the easiest and fastest way for get for JKA modular staff for fastly build maps. i hope that AshuraDx will end his plug in for max for convert models into maps soon... ç_ç
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I need help with the creation of prefabricated buildings.
Asgarath83 replied to scp_chaos1's topic in Modding Assistance
I am too looking about prefabs but of every architectonic style i found something into opengameart and sketchup sites but is a trial port into radiant and JKA. -
some week ago i did some try on icarus with SET_XVELOCITY \ YVELOCITY \ ZVELOCITY command. but they works only on absolute X Y Z of map. so my fighters go ever left \ right, \ forward \ back \ up \ down relative to map X YZ axis. but not of their vector. so if fighter chase player, also if move with a costant Yvelocity, if player run in anopther direction and fighter chase player, not have constant speed along Yvector of model, but along Yvector of map (example, if fighter round to left and chase player because player escaped to left, fighter continue to automove hitself to his left (y axis of map) but almost i understand a thing: +X -> to right - X -> to left + Y -> forward - Y -> backword - Z -> Up + Z -> Down so problem is how to teld in cose something like IF Npc->client->npc_class == CLASS_FIGHTER move at costanst speed along his Y vector Axis. (basically like fighters move into Rogue Squadron 3d game) this is my desire: basically player use as playermodel a fighter model and go EVER forward. can thrust, brake, but go EVER forward. if i can accomplish that, i can add Dogfight \ spacebattle on JKA with NPCs. D: combat system \ switching weapons of fighter is already coded on my fighter AI by more of a year. .
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i did a read to NPC_move.cpp but is really too much complex math for me @.@ but i see that NPC have some function in conmmon with vehicles (Steer function). what i would like to do is to create a class that go automatic straight forward like a speeder... if pilot is player, can thrust or brake the velocity. should also have turbo function maybe or something like that, but this is too advanced. moan.
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Yesterday night i discover that exist a predecessor of radiant that can be used for making map for all game that using ID tech 3 engine. is specially for quale 3 arena i think, but ... well, how is as prestation, ui etc respect to Radiant? pro and not of quark? i see UI have many more bottons of Radiant. maybe can make maps better of radiant and after map files can be ported on radiant for place entity and build for JKA? just an idea. if someone use that in past, let me know a feedback please .
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Many thanks! I'll check these chunks soon sorry for late, i am kinda busy and stressed these days
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A technical point of view for damage of Unstable Lightsabers
Asgarath83 replied to Xeby's topic in Mod Requests & Suggestions
sounds good. the little more dmg amount can really give the idea of player of a saber unstable. However.-.. a Kyber crystal... mmm ah not, i confuse with the Kaybur gem. okay. i was thinks about that fath that a Sith can imbue also lightsabers with his rage. based on a star wars comic i read recently about the first days of darth vader, he retrieve his red lightsaber killing some one or finding it on emperor order in a remote smuggler planet. and after, he imbue the saber with his rage and sorrow. so letterally, in vader case, is not a saber with a syntethic crystal, but a saber when the crystals, that are "alive " in a certain sense, and in symbiosis with his jedi \ forceuser, was imbued with Vader rage and hate until the crystal "bleeding" changing to red. -
A technical point of view for damage of Unstable Lightsabers
Asgarath83 replied to Xeby's topic in Mod Requests & Suggestions
IMHO, because a crystal is pretty unstable can deal more dmg of normal... or more less... so... i suppose the thrue kylo ren saber float its damage between 0.7-1.3.. pity is not possible to make a flotaign saberdamage value into SAB files without code hack. -
about three, there is some entities, like func_static and func_door also, if i remember, that allow with to move with force pull\push. ah yep, func static allow to be moved with push and pull. after move, it remain the place you pushed \ pulled... but if the two spawnflags are checket at some time, you can move forward and backward with force.
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Oh, understood. so, manually clipping. uff, that's is the main way because i hate gtk radiant, not good autocolliding system of misc models. about textures... i need simply to set the relative paths editing with note MTL files?
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well, first off the game has a very low amount of polygon. builded map with this ripped area on jka is of 10 mb for the meta build. (and solid spawnflag enabled ) this is very an alpha test because i haven't cleaned maps by monsters and enemys and characters meshes and interactive objects, (because it was a test) and they consuming thousand of vertex... i think after cleaned an area can be reasoneably light. that's with triangled OBJ. however, maybe i can try to export not as triangle the normals of map but as poligon with my wavefront obj export of mesh. maybe is more light. should be like brushes in that case, but i really doubt JKA accept a poligon squared OBJ .-. another possibility is to port OBJ and blender an decimate triangled faces. but... leaks incoming and also eventually loste of uvmapping \ material \ texture assignment... .-. mmm bugging problem. i really hope you can end an alpha of your max plug in for mapping soon, Ashura : \
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So, assign materials \ textures correctly is a problem? Damn. o.o they're hundred of textures (palettes styles old games ) do it manually is very painful. mmm... i will think aboutb a solution. : \
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I'm having trouble figuring out how to edit this playermodel
Asgarath83 replied to Pickles256's topic in Modding Assistance
why? not works in game? -
I'm having trouble figuring out how to edit this playermodel
Asgarath83 replied to Pickles256's topic in Modding Assistance
1 create another SKIN files copying model_default with a another name, like model_nohood. 2 replace with *off the path of textures of cape and hood and enable the path of the texture for the mask mesh (see texture folders for put correct names) 3 make a NPC file with a model that use as customskin the new skin file you did. example: Kylonocape playermodel kylo_ren customskin nohood etc etc -
recently i extracted by an old game with 3d ripper a map area and i see is possible to add to JKA for make a map if i add on radiant as misc_model into OBJ format. i know how to add textures and material with md3 with blender and mister wonko md3 plug in and adding md3 shader on custom properties. but about obj... how allow to radiant and JKA to read the textures? i need to change the photometric pathj file on max before export? or i can simply slap texture in the same directory that contain the OBJ?
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How to make a map inspired of a famous game?
Asgarath83 replied to Asgarath83's topic in General Modding Discussions
Into the time AshuraDx ultimate is worderful plug in, i discover that if i export from max on OBJ format, i can easily import as misc_model the geometry (with correct textures and materials) to a map! so i can temp rebuild with misc_model the missing maps i wanna remake. i tested in game and they're works fine! this game is low poly and of 2001 so builded map is "only" of 10 mega also if is structural. but i need to clean areas by ripped characters... and in future i will text if is possible to port as decimated OBJ by blender... (hoping they not crash uvmapping) -
How to make a map inspired of a famous game?
Asgarath83 replied to Asgarath83's topic in General Modding Discussions
Uh, Cool! It's also downloadble? D: tonight i watch better now is lunch time. i got also another idea however... convert ripped area to MD3 (sure in that way not work is without texture, too part, too verts etc lol but is not that the point ) and place on radiant ONLY for use as geometrical reference for build brushes. o.o exactly like when add on a map a misc_model and build physic clip collider geometry. but with your plug maybe is more faster and easy. Okay i read intro post... i'll wait release. how is the stay of WIP? -
How to make a map inspired of a famous game?
Asgarath83 replied to Asgarath83's topic in General Modding Discussions
How work this plug in? yes, i tested floorplan idea with a friend and have really great potenziality if well used. -
Some peoples do that for passion, other for tributes. any way, into the years i see on JKA many wonderful map that are remake or rivisation of maps of other game. like the max payne station by @@GPChannel or the Resident evil mansion by @@Plasma or final fantasy maps (like midgar). because i need to the same for my mod i want to know eventual suggestions and tecnique regards that. how you do that? and what is the better and fast method of build a map from scratchs? these days i am looking maps of an oldest game called legacy of kain blood omen 2. i hope a day to recreate, also partially, two locations of game: eternal prison and hylden city. problems: there is not a map extractor for this game. so.. what is the best solution? 1 * rip with 3d ripper and convert to quake 3 map? i not think because - hard to do. only blender and deled can did such conversion but 99% sure map destroy is geometry - maps ripped are ever with triangle wireframes of mesh. that cannot be good brushes: they will create a too heavy loud *map file, with structural and triangulation. also, texturing a map formed by thousand of triangles is a crazyness! - converts map on md3 format. pity the game in question have horrible textures patterns and a works like that can be good for export chjaracter by game or objects for make model_statics. but sure not for map geometry itself. so i think to another solution: second way: 1 rip the 2 maps. load and save on max various 3dr ripped. , take screenshots with maps in perspective or top view, so i have a floormap and references. after that use screenshots of floormaps as reference for radiant: example: make on gtk radiant a floor surface, apply as texture the screenshot and rebuild with brushes the geometry on the drawed images. (this method maybe can be fine for making a 3d version map of a 2d game, but i am not exactly okay with this idea o.o ) third way: using ripped stuff for draw, maybe using a web application like dungeon painter or tiamat, for build with tiles floormaps and use floormaps as reference for rebuld on radiants. fourth way: draw a floor map with free hand, scan it and use as references... okay i have no other idea. i hope some one can share with me knowledge about that or let me know about tecnique for recreating maps without porting and hellness mapping works. thanks for every answer.