-
Posts
2,023 -
Joined
-
Last visited
Everything posted by Asgarath83
-
Thanks, i watched. i'll ever try to be under 5k vertexes for the best security
-
Many thanks i have in front of me a werewolf model that is crapping me XD a mesh is of 10 000 vertexes and another of 4000... the wolf are done with 2 mesh skins. one HD and one more light... i think i will do wolf only with 4k model. for what i remember, the more big model of my mod is janos audron rigged by defiance with 5k vertexes. kain and vorador get something like 3k of vertexes. yes, for JKA 15 are enourm things. i never understand HD and liked it, really. for make a good game geometry is secondary IMHO. playing on oldest mmorpg on my past, i see that graphic is 90% shadering. a nice shadering can get highly cool and stunning also a low poly game.
-
Hello. i have a little question. how many vertexes can contain in his best complexity a model glm of a model character of JKA? i am decimating some HD models on blender 268 for making graphical compatibility to JKA and i need to know that. i know there is a limit aboush meshes of model (every mesh should not have more of 1000 vertexes. better less of 500 for avoid SHADER_MAX_INDEXES hit error or "RUN OUT OF TRANSFORM SPACE GHOUL 2 MODEL adjust mini heap size " when model is using force protect \ absorb or use his lightsaber. ) yes, i know about this cap. but the cap for total vertex amount of a model... what is? i remember some years go i did a model that crash ever in game until i had serius decimated fingers vertexes. they are absurdile high for jka engine.
-
sorry for what i know, is possible to do only with little coding hack. i did on my code, but now i not remember now. i need to check about that.
-
Not Problem D:
-
it's pretty cool, (but attacks are bleah XD however is nice for the grafica and camera very near to JKA stile ) Have fun if you buy and play
-
Maybe... or sure, i will get a refuse, but i want to try. The baddest trouble i get to make my nosgoth mod for JKA is ... map lacking. some ambience are very over my mapping skills. there is someone that in the spare time can do a little map (not sure the huge entire level, a medium map size free builded for me should be great!) of Blood omen 2 Eternal Prison? the most scariest place of nosgoth when people are tortured for eternity and time is frozen and suspended. architecture is on yavin \ korriban style, and texture too. thanks for any answer.
-
Bug of effect Ed... mmm i used for years for making efx of magic and spells for my mod and so... - MP3 sound not played. only sound played is a windows operactive system sound: Ding ding ding ding - If effect is too loud and with to many primitive appear the error signed by Grab - Only JPG image format shaders are nicely displayed on Effected. Not support PNG, TGA or other graphical format. that is horrible because you cannot do many effect becausde into the simulator you see only coloured little squared particles (with various dimension and size) so you not have idea of WHAT are you choosing as effect sprite. >.< - the color bars for rgb a sprite is too limitated for what i think. if i add too many custom colors, i lose colors that maybe i need after. - The Emitter is strongly bugged: attached models look only like black cubes. they are NOT loaded and so is not also possible to align correctly fo effect axis! example, if i want to make and efx or a projectile that shoot a knife, the knife model... well i can see only on game and fix gradually x y z parameters by what i see in game. many time the knife was launched with blade on back inside or forward, or with a strange rotation angle or sided not much efficiently for kill someone no? XD
-
Modular 3d architectures programs
Asgarath83 replied to Asgarath83's topic in Art, Media & Technology
Mmm Geonosian structure are little angkor wat... however there is a lot of interessing models of angkor on web https://sketchfab.com/models/86a97678ae6d4f41a14c13d77990f223 like this beatiful. i need just to found some low poly to download and to split into MD3 pieces. -
Modular 3d architectures programs
Asgarath83 replied to Asgarath83's topic in Art, Media & Technology
Well, Yavin, Korriban, Chandrila, Zonju V and Ord mantell have interessant architectures concepts, there also some wonderful map like ruin of atlantis (is a pack with also a ziqqurat!), and i ve seen also pyramid maya maps and many other staff like that in various mod with temples... for egyptian wan of best work is of Stargate egypt map. for gothic the best world i ever seen is the residen evil mansion and the sith cathedral map however is just for some architectonic elements not more... mmmm... there are also chinese and japonese temple maps, but is no any source for angkor wat khmer style... pity, i love angkor architecture. -
Modular 3d architectures programs
Asgarath83 replied to Asgarath83's topic in Art, Media & Technology
Thanks for sites and... d'oh. Well , i pretty surprised that NOONE in all web and computer history, never make a program like that. D: Mmmm... it's a disgusting last option, but i fear the faster way is to create modular brushes on radiant of what i need (maybe also taking columns and architectonic elements by the thousand of map done for JKA in curse of time as prefab with ancient temple \ ancient peoples ambientation, building etc). but i not like much to stolen bricks for making puzzles. also if they are just for my Own use and only for pure rappresentation of alien architectures. And... also that not fully etically job his a 10^32 hours time... pretty avoidable. -
Modular 3d architectures programs
Asgarath83 replied to Asgarath83's topic in Art, Media & Technology
Any Other??? mmmm maybe i am searching something not exists. -
Modular 3d architectures programs
Asgarath83 replied to Asgarath83's topic in Art, Media & Technology
@@Noodle all models of this sites are not free! They want to buyed with dollars... and i am italian D: i cannot buy thousand of models.... Pity, someone are pretty interessing. -
Modular 3d architectures programs
Asgarath83 replied to Asgarath83's topic in Art, Media & Technology
I prefear to create with my own fantasy by starting elements my ideas (also because are aliens worlds... so... maybe also something less architectonic terrestrial modular parts, you know.... ) , but i see that this site have a bunch of good materials. thanks. sure will turn useful. -
Hello. i ask this question because i passed mounths to search round the Web without never find what i am searching. Basically i am searching a free, easy to use, windows xp compatible program (maybe that act like spore building \ vehicle \ ship editor) that allow to fastly create (so no archicad or autocad or other things like that) 3d models of buildings with every kind of architectures of every culture of humanity (or also sci fi building, fantasy buildings, castles, temple etc ) texture should be easily applied. well basically program should work with modular \ kitbashing way: so with a library with tons of architectonioc elements of every kinds of doors, windows, columns, roofs, domes, etc. and the creation shoul be builded with drag and drop system. or something like that. thanks for every answer. i hope also, program can export in OBJ, DAE or 3DS the creations. this is related for a personal my science fiction project because i need something like that for easy make a inside plant map of alien buildings of my alien worlds or a external prospect. Thanks so much to every one will answer to this hard question. i really not know more where to slam my head for that. >.<
-
I expected that. tavion ground slam knockback is hardcode in AI_jedi.cpp i guess. or WP_saber.cpp ? Or g_combat.cpp? i not know :\ Should be on weapon scepter code. so you need to make this code available for saber. totally not easily thing. i have a workaround for that on my code but is little nasty because has a bug: if you type on consolle a name of saber is not present inside the game with correct SAB file, game crash. on WP_saber.cpp before i get if ( Q_stricmp(ent->client->ps.saber[saberNum].fullName, "chargereaver") && (hit_wall) && (ent->client->ps.saber[saberNum].saberFlags&SFL_BOUNCE_ON_WALLS) && (PM_SaberInAttackPure( ent->client->ps.saberMove ) //only in a normal attack anim || ent->client->ps.saberMove == LS_A_JUMP_T__B_ ) //or in the strong jump-fwd-attack "death from above" move ) {//bounce off walls //do anim ent->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE; ent->client->ps.saberBounceMove = LS_D1_BR+(saberMoveData[ent->client->ps.saberMove].startQuad-Q_BR); //do bounce sound & force feedback WP_SaberBounceOnWallSound( ent, saberNum, bladeNum ); //do hit effect if ( !g_saberNoEffects ) { if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum ) && ent->client->ps.saber[saberNum].hitOtherEffect ) { G_PlayEffect( ent->client->ps.saber[saberNum].hitOtherEffect, saberHitLocation, saberHitNormal ); } else if ( WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum ) && ent->client->ps.saber[saberNum].hitOtherEffect2 ) { G_PlayEffect( ent->client->ps.saber[saberNum].hitOtherEffect2, saberHitLocation, saberHitNormal ); } else { G_PlayEffect( "saber/saber_cut", saberHitLocation, saberHitNormal ); } } //do radius damage/knockback, if any if ( !WP_SaberBladeUseSecondBladeStyle( &ent->client->ps.saber[saberNum], bladeNum ) ) { WP_SaberRadiusDamage( ent, saberHitLocation, ent->client->ps.saber[saberNum].splashRadius, ent->client->ps.saber[saberNum].splashDamage, ent->client->ps.saber[saberNum].splashKnockback ); } else { WP_SaberRadiusDamage( ent, saberHitLocation, ent->client->ps.saber[saberNum].splashRadius2, ent->client->ps.saber[saberNum].splashDamage2, ent->client->ps.saber[saberNum].splashKnockback2 ); } } } if ( WP_SaberApplyDamage( ent, baseDamage, baseDFlags, brokenParry, saberNum, bladeNum, (qboolean)(saberNum==0&&ent->client->ps.saberInFlight) ) ) {//actually did damage to something #ifndef FINAL_BUILD if ( d_saberCombat->integer ) { gi.Printf( "base damage was %4.2f\n", baseDamage ); } #endif WP_SaberHitSound( ent, saberNum, bladeNum ); } if ( hit_wall ) { //just so Jedi knows that he hit a wall ent->client->ps.saberEventFlags |= SEF_HITWALL; if ( ent->s.number == 0 ) { AddSoundEvent( ent, ent->currentOrigin, 128, AEL_DISCOVERED, qfalse, qtrue );//FIXME: is this impact on ground or not? AddSightEvent( ent, ent->currentOrigin, 256, AEL_DISCOVERED, 50 ); } } } void WP_SabersDamageTrace( gentity_t *ent, qboolean noEffects ) all saber named chargereaver with bounceofwalls do knockback of katamoves in moment they blade collide with wall... ONLY when you using kata and special animations. not at every swing and bounce. .
-
Question interessing. for me concerne alto how to enable on NPC for use of other new force powers added with coding on SP
-
Use Modview and load tavion glm model or any other humanoid glm model. they use all animations ands yopu can see the model play EVER animation you want. i not remember now the exactly name of tavion animation you searching...mmm Ok modview -> sequences ->, BOTH_TAVIONSCEPTERGROUND ... mmm not sure if work on Katamove becasue katamove read only "LS" animations. maybe on jumpatkfwdmove, lungeatkmove jumpatkleftmove, jumpatkupmove, jumpatkrightmove... but... i thing will not work much fine. however, Ashura is right. NOT apply knockbackdamage and knockbackscale to you saber or you get damage on all swings. use only splashradius, splashdamage and splashknockback. and with bounceonwalls 1... mmm not sure however that work on scepterground animation. you need to try. for what i remember this stuff require a little code hack.
-
splashradius, splashdamage, splashknockback and jumpatkfwdmove, katamove, lungeatkmove and other command like that on SAB files + bounceonwalls 1 can give you a saber that create shockwave damage when hit surfaces. change hitothereffect command fur customize the wall impact efx. sorry, bur every other way of making a more workable saber knockback require code edit. : \ if you get katamove ls_jump_a_t_b__ or something like that (now i not remember all code animation you should fine the file sabers.sab with all sab commands availables) and bounceonwalls 1, when the blade hit the ground or a wall during this animation you should be able to generate a knockback. (not sure for animation, maybe for animation require code edit)
-
Nice works! you create thje same things i did in past, but in a more efficient coding way. is more short as code, and more easy to understand and apply. my code was little... confuse (so stun also coder not only NPCs ) Remember that you can also create a AOE attack that push enemy...or pull enemy, or poison enemies, or freeze foes... depend all of with kind of alteration you infuse. mmm i think the howler scream code can be an help for the affection of enemy hitted by a shockwave force power.
-
FF thanks ^^
-
Is a question that i do to all mappers... well first off...when you create a room on a map or a building with the inside part explorable sure you use the make hollow function of radiant for convert the brush into a box. my question is... how you do the windows? is better to use the clipper tool to cut walls for making windows or is there is some other way more easy and fast that avoid to split in a lot of parts the wall? second question: this is more complicated. there is any good program for making low poly architectural structures in various architectonic style, for making prefab for radiant of architectures, or kitbashing of architectonical low poly 3d elements that is possible to import on radiant for fastly make a building? (this concern various architectonic style of worlds: greek, egypt, china, india, khmer, victorian, futuristic, sci-fi, star wars architecture buildings, etc some drag and drop programs that act like the old spore game for making nice low poly building that is possible after to convert on md3 or ase format? i am searching something like that that work on windows XP SP3 and can allows to make building and costruction fastily and with no painful modelling works like on CAD programs. the best should be something that have architectural elements already dones, or map prefabs for radiant about JO \ JK like cave prefabs and imperial base prefab hallways,... that i see into file download section of JKHUB.
-
From what game this model come?
-
years ago I created a radius stunning attack for certain classes with kain mind reaver AOE attack. you need to work about force repulse code of JAE for your mindtrickradius force power. put knockback value and dmg to zero and set mindtrick confusiontime on push_list[x] entities hitted by the shockwave that aren't jedi \ sith classes and do not use saber as weapon
-
This is a simple tutorial. It explains how to make a saber with a shockwave attack when the saber hits the ground. okay this is my little tutorial: 1 - You Need Jedi academy patched to 1.01 version but this is obvious. 2 - Make a sword or lightsaber 3 - Make a BladeEffect, BlockEffect, and the HitPersonEffect, HitOtherEffect, with effect editor, new sounds, shaders etc etc,. Create a sab file like that. glyph1 <- your name { name "Glifo della Forza" <- your own name of the saber saberType SABER_CLAW saberModel "models/weapons2/Glyph1/glyph1.glm" <- your own glm model of the blade. // You need to change that's parts with your own sound. soundOn "sound/weapons/glyph/forcedraw.mp3" soundLoop "sound/weapons/glyph/forcecharge.wav" soundOff "sound/weapons/glyph/forcedown.mp3" g2MarksShader "gfx/damage/rivetmark" noManualDeactivate 1 saberStylelearned dual saberStyleForbidden fast saberStyleForbidden desann saberStyleForbidden tavion saberStyleForbidden medium saberStyleForbidden strong saberStyleForbidden staff saberLength 5 saberRadius 10 disarmable 0 NotInMp 1 throwable 0 blockEffect "glyph/forceimpact.efx" bladeEffect "glyph/forcehand.efx" hitPersonEffect "glyph/forceimpactbody.efx" hitOtherEffect "glyph/force.efx" <- this is the shockwave effect trailStyle 2 noClashFlare 1 noBlade 1 noDlight 1 noIdleEffect 1 oninwater 1 noWallMarks 1 BounceOnWalls 1 <- is very important parameter. maxChain 0 kataMove LS_SPINATTACK_ALORA PutAwayAnim BOTH_ALORA_SPIN_SLASH drawAnim BOTH_ALORA_SPIN_SLASH readyAnim BOTH_SABERDUAL_STANCE lungeatkmove LS_SPINATTACK_ALORA jumpatkfwdmove LS_SPINATTACK_ALORA AnimSpeedScale 0.85 spinSound "sound/weapons/glyph/forceswing1.mp3" swingSound1 "sound/weapons/glyph/forceswing.mp3" swingSound2 "sound/weapons/glyph/forceswing2.mp3" swingSound3 "sound/weapons/glyph/forceswing3.mp3" damagescale 0.1 <- my sword just make repulsing of enemy, but if yu want enemy be damage by hittid yu need simply to change value. 1 is a normal lightsaber dmg. knockbackscale 0.5 <- amount of knockback intensity splashRadius 750 <- range of knockback in map units splashKnockBack 750 <- is a very huge knockback. SplashDamage 0 <- yu can set the dmg of shockwave changing this value NOTE: dmg is variable by distance. if yu set 20: enemy close player make 20 Hit point, and enemy more distance make lower damage... forcerestrict FP_PROTECT noDismemberment 1 } Okay, the effect of this blade is: a magical effect, blade has no Glow of flash so is not visible the energy blade or the trail of a lightsaber, this makes just a particle effect like "bladeeffect". The blade model is Empty, and contains Only the tag_blade1, No other. So practically it's a simple tag with an invisible damage trail. How it works: hitting an enemy: the enemy is damaged and stunned. hitting a surface: the blade smashes a shockwave of Force Repulse, something like force unleashed, every time you hit a wall or ground, the blade makes it NOT WORK with stabbing. if you pay attention, you see there aren't set hitsound1-2-3, blocksound1-2-3 and bouncesound1-2-3 this because it has more efficient emitting sound with the effects. You can do this, simply add something like this in your efx file after making the effect . Sound { cullrange 150 <- distance of earshot sounds [ sound/weapons/glyph/fireimpactbody2.mp3 sound/weapons/glyph/fireimpactbody3.mp3 sound/weapons/glyph/fireimpactbody4.mp3 ] }<- for every effect produced, the engine produces the fireimpactbody2.mp3 OR the fireimpactbody3 OR the fire impactbody for... in random mode! This is my first tutorial and I want to share a lot of my modding knowledge with others. I hope people enjoy. And now, go create your magical sword. You can do every kind of blade: fire, water, light side, dark side... Every kind do you want to do, every damage you want to set. There is no limit to the imagination. Pity there is not a command or function for making a poison saber that does damage like the interrogator droid. If someone knows how to do that please contact me in a private message. Also, if someone knows how to produce a knockback efx, NOT in the impact on the ground, but with Katamove and custom animations... I think can be done with animevent... pity the effect in that case CAN'T produce the wave of damage and knockback but just the graphical appereance.