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Alternative to MD3 format for misc_models
Asgarath83 replied to Asgarath83's topic in Modding Assistance
on JKA the best thing is a map make of brushes. md3 can be useful but really is not a easily way for doing stuff for this game. the main problem is other mmm okay. this was all the thing i can do. i want to be really honest with you, guys i have two big projects. but i have the self knowledge know that alone i cannot do much. however... first project was a conversion of JKA related legacy of kain series, just for hobby and for a narrative role game i played for years in a clan \ forum italian about this saga. but also if i learn a lot of tecnique... really i see is a impossible task. basically for map and model builing. same truouble for other idea, the idea about i was seeking about making a NPC fighter class for so many time for make also space combat gameplay inside JKA: i am science fiction writer, but i never have much success with my books on italy. so i was thinking about the idea of making, just for hobby because i leave every commercial porpuse of this finality on my life after the delusions and after i seen how is damned the book markets... well the idea was to change media for create my saga, a game or build on JKA was the best things. i am too many old for learn unity and unreal also for my illness and heal troubles i have not much energy to spend in hard works. but however, i need a direction on my life. so basically i used JKA modding skills for try to realize my dreams, almost for satisfation of see my characters and other friends characters come to live. but problem is... make models. never easy stuff works and for an lonely person is impossible to do something so big. for LOk, i ripped with 3dripper maps of blood omen 2 by game, (there is not tool for take stuff of this game like other lok games that have model converter and edxporter)but this is painful because the procedure for port on JKA something with 3dripper is: 1 rip model 2: open 3dr on max, clean up by character and all unuseful stuff and item (if is a map) 3: export to blender in OBJ. 4: on blender... decimate the mesh with > 500 vertexes... or split into more... or separate into more scene \ models files. 5: apply md3 custom shader for each texture... if someone not know, textures ripped by 3dripper are dds (and need to be convert to jpg but i have a tool that do this fast). the biggest problem is another: textuee are named with absurd coded name like 2effaab.dds or something like that. thanks to mr wonko, i leanrned how to apply md3shader on blender and export md3 on blender. but md3 created by blender are very big, entire megabyte, respect to md3 created by max. Otherwise, with blender i have a plug in that copy custom properties by a mesh to other of scene, on 3d max i should set the texturee alphanumeric name and path correct for hundreds of meshes before export on md3.... this can be good for little md3 models, but is not human possible for a map area with dozens of coded textures on blender this trouble is partially solved. thanks to copy custom properties plug in, i not become mad to digit each time "md3shader model/bo2/cy/blablabla" for apply texture. i need just to set name texture after i applied this kind of custom properies on all mesh scenes. and after...,finally export for have a damned md3 with a piece of map or a prefab model, (if is something about my space opera saga). after that porting into radiant and build map. also if on radiant see terrains is an other painful problem because their are all covered by shader terrain, so for place the models and orientate during map assembling i need to work into a decompiled map that allow to see terrain texture and after copy all entities and past on the map copy with terrain entity shader. moan. well, sorry for the long post and for the off topic. i am kinda frustrated about that and about my impossibility to make my dreams coming true. but really i fear there is not a fast way or solution for recreate a world inside JKA without really a killing works. (consider thi produced gigabyte of stuff on my computer for lok saga into ten years of job, and also i coded SP JKA for change gameplay for make the mod more ... lokable). about my saga... eeeew... create twelve (yes, twelve... i start this project on 1997) worlds by zero on a game engine... i really not have much idea about where crush my head at this point. well, sorry for all and for off topic, if i created some problem with this, topic can be also closed. >.< -
Alternative to MD3 format for misc_models
Asgarath83 replied to Asgarath83's topic in Modding Assistance
Never used... i pressed m and i see the menu. where is the name of material? -
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?