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Asgarath83

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Everything posted by Asgarath83

  1. Well, i am not an expert but i see if there is some suggest i can tell you. by the way, remember : when you not understand the function check the definition when the function is defined example: problem with G_damage? for understand how work, check void G_damage, or something like that ^^
  2. maps are the baddest problem. JA map material is too sci - fi for nosgoth ambientation. awww... interessing idea. reduce after rolling D: well maybe something like if NPC_setanim blablabla rolling animation damage \ = mmm for reduce damage check into g_combat the code related to hazardtrooper saber resistance. search in g_combat.cpp MOD_SABER \= 10 and you see an example of damage reduction. also demp2 code offer an example, but in the opposite sense damage *= 7 ; you can set something like damage \= 3; or MOD_FALLING \= 3 or MOD_IMPACT, i not know what kind of MOD is applied to impact with land. the problem is not the dmg, is the IF field. because i not know how to make something AFTER an animation. is possible to make during an animation, but after... you need a little more expert help.
  3. Thanks for understanding me. I will get you some technical support or consulence if you will get stuck. good lock with the project.
  4. There is so many mapper more good of me and more ables for continue this project. you need just to put NPC entities on the map and leave to Cerez the scripting part. it's not so difficult learning to use radiant. i learned basic simply with the rich diesal tutorial why you not study these? you can learn the basic of mapping, for make what you wanna make for this project these knowledge is sufficient: https://jkhub.org/mapping/richdiesal/richdiesal.htm <- take a look i learned following these tutorial. if i did it, why not you? Basic entity tutorial, npc spawning and npc routing tutorial contains the answer and teaching that you need to know for make this work.
  5. check MP box. for cantina is possible to add a target_noise with a looped ambience sound of chatting room. there is a sound like that into the JK assest. sound/ambience/students_chatting.wav Ps: sure the chatting loop sound should be stopped or removed if in the cantina start a shoot fight XD
  6. @@Darth Sion @@Cerez okay guys. I'm really fought but I want to say this. Following a malaise had today I realize that I am pressing too much on my body. It may seem like an excuse or drivel but in real life I have health trouble not indifferent. Usually massive and stressful jobs as the map editing I keep them in the cold months when my health problems are less pressing. Unfortunately in the summer months my illness reached its peak, so really with the best will not think I can keep this thing quickly. I was hoping to at least place all entity and the NPCs, but at this point I think at this point i will place the point combat, i will up the map decompiled and will pass it to you two private message. I'm sorry I can not do anything at this time of year. @@Darth Sion seen much you want this project, I think you can take over the reins of the situation. ultimately abbisogno only esttrarre the Jedi Academy PK3 files from the game, put them in an internal "base" folder gamedata \ base and compile there all the loot, set yourself up gtk radiant 1.5.0, charge up the map and place the NPCs you want the points of the map you want. then pass the file to Cerez and she will take the size of the map and will merge to the original of cullen with ent modding. At that point, she takes care of cinematic and scripts and will fix the textures of Padmé's ship and voila you're done. I remain at your disposal for advice and technical support. Now I place the Point Combat all over the map in the most strategic locations in which to shirk the shooter and you step everything. Good luck and sorry, but just the heat can not do it. >. <Map is heavy, is not how to make two lines of code, or riggar a low poly model, or have special effects or shadering to some model or sword. It requires a lot of energy for me. is all interdipente and interconnected and need to be very lucid on what you are doing. entities need to interface properly to the Icarus script and is not a small job. I regret not being able to get us another, but it's the wrong time of year for me to do these things. PS: sorry for my grammar. i used google translator for this message >.<
  7. Yep, it works. pretty funny XD the merc is smashed against rancor arena door ROTFL Well i go. i will continue tonight with swoops enemies.
  8. Upgrade: entities on landing pad are placed: 2 fake rakto , 1 fake jaden, 2 rodian shooters 1 assassin droid and 3 cams for the first cinematic. the door that lead to swoop race is locked now, it's unlockable with scripting when the first assassin droid is died. i also save in map apart a copy of padmé ship, so is possible to easyly isolate the texture name used for it. They are: Loaded Texture: "textures/Asjc_coruscant/big_floor_1" Loaded Texture: "textures/asjc_coruscant/light_broken" Loaded Texture: "textures/Asjc_starship/hold_door1" Loaded Texture: "textures/asjc_starship/wall_panel" Loaded Texture: "textures/asjc_starship/wall2" Loaded Texture: "textures/asjc_starship/wall" Loaded Texture: "textures/Asjc_coruscant/base_2" Loaded Texture: "textures/asjc_coruscant/landing_pad2" Loaded Texture: "textures/asjc_coruscant/ship_top" Loaded Texture: "textures/Asjc_starship/hold_floor1a" Loaded Texture: "textures/asjc_starship/hold_door2" Loaded Texture: "textures/asjc_coruscant/dome1" Loaded Texture: "textures/asjc_starship/hold_floor2" Loaded Texture: "textures/Asjc_homestead/flare_white" Loaded Texture: "textures/asjc_coruscant/landing_pad1" @@Cerez the starship folder of cullen pk3 i suppose contain the texture of the ship. there ore however some texture that i am afraid are shared with map scruture, too >.< this make retexturing difficult. can get unpredictable effect on map. Now for swoop race trace i am pretty confused: i never understand how really works the swoops mercenaries on t2_trip. in the decompiled map i see just there ares human_merc entities near to swoop vehicle. how work it? the mercenary automatically run and go inside the nearest a swoop when they detected the player or there some special parameter or script for making this? @@eezstreet maybe do you know? little question guys: you want that jaden see rakto inside the ship or when he quite from the ship into the landing pad? or maybe rakto find jaden inside the ship in the first cam sequence and into the last there is jaden into landing pad that see rakto escape? (maybe after a little fight with the two first rodians) @@Darth Sion @@Cerez i wanna end this thing as soon as possible and pass the stuff to Cerez, so if i can have a nice plot for place the NPC in every sector in the correct way should be great.
  9. @@Cerez @@NumberWan well... notifications make me happy XD more notification make me surprised. ROTFL. okay... now, seriously. for original coruscant map i ever thinked that: coruscant is a PLANET. not a city. a Planet covered by a GIANT city,. a city of THOUSAND of kmq of extension. So also, if is not matching with movie look, the t2_rogue level never disappoiting me. simply can be another place of coruscant in some other continent thousand of kilometers distant by senate and jedi temple area. the bad difference is architectonic, if the palace would be like the coruscant palacen, and not these skyscrapes would be better. i ever thinked to corellia and not to coruscant. t2_rogue seems set up on Coronet. >_> i see coronet in rogue squadron 3d and was identicaly at t2_rogue concept. However, let we back to the project. now the map is properly wayponted network and miss just of entity of the history. so... mmm... okay, i can set up the landing pad entity. some rodian shooter should be okay- and okay, more snipers into the lower quartiers. XD i see lower quarters get 3 levels: the lower is a large dockbay, the medium get the cantina, the upper get a large square... i suppose i can place snipers in the upper level and maybe one in lower level. Cerez: about assassin droid model shield... i know how work the shield. my first attemp with modding was to test with a default humanoid models ALL class of AI and see the different of behavour. every class with 2 npc: one shooter, and one saberist. i discover a large amount of interessant things XD the shield is SPECIFIC for CLASS_ASSASSIN_DROID, also a model with no shield act like if get a shield. i tryed this infinite time. simply, there is not a bubble shield. but touched the body of the model. the model get his body full of energy. if you touch it when "shield" is activate, you get electrocuted and lose health simply touching the shooting NPCS. a saberist class assassin droid never put down his shield. it chase jedi and electrocute him and never use the saber with swings :\ the model of original assassin droid is not configurated for used the WP_SABER wp saber not work on that model on a humanoid model with CLASS_ASSASSIN_DROID into NPC file, the body is covered by energy and saber is not used. simply enemy chase player and try to electrucute it by touch. technically every models can get bubble shield, if they are CLASS_ASSASSSIN_DROID as NPC setting. and they get the properly mesh around his body in their model adding the bubble shield can be done with blender or max. the shield is rigged to thoracic bones and hierarched to torso mesh. shield however need a texture (applyied into a SKIN file) and shield effect is defined by a .SHADER. so with frankensteing is possible to make also a reborn with a bubble shield . he use it if he s ASSASSIN_DROID as class. h
  10. Waypoint network completed. Now i can put the Enemy NPCs i will use as targetname "team1" "team2" "team3" etc for every team of opponente. bye.
  11. @@Cerez @@Darth Sion AHAHAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAH... 19 notification! Thanks to alls, guys! My notify box is exploded LOOOOL . okay got with other. 1 Spawn point: i have already placed an info_player_start near padmé ship cerez into the landpad. 2 final assassin droid battle:; off course we keep it. they can also have some bad weapons like concussion rifles or rockets. 3: the new battle droid can be a nice saberist, assassin droid cannot use saber for what i remember. but i am not sure if they are with force shield. the shield is hardcoded for class assassin droid of NPCs... AND NEED a bubble shield model into the model itself of the GLM of the droid. also, i know for my expeirience that a saberist character with bubble shield activate and saber actiate NEVER turn off the shield. it is turned off only for melee and shooter. so i suggest to put the new model jedi saberist droid shield into the final fight and shooting asassin droids spared in the maps. 4 final battle in rancor arena? this is fine. I have a suggest for making that: when jaden go into the apartment for capture rakto, he use a gas trap or something that stun jaden and he defeat him. dissolvence. jaden awake into the rancor room (closed and blinded by the rest of level XD is the boss room) and here he fight against saber droids and rakto. he ever dreams to take down a jedi in a close combat and demoster to himself to be more smart of a jedi. XD also i suggest that rakto use a BIG ARMORED personal shield (can do with icarus with SET_ARMOR 1000 ) and shooting jaden with some heavy distructive weapon in altfire mod by a protected postation XD when the droids are killed and also rakto heal turned to zero, will start the end cinematic of his capture. also, in rancor arena, we can put some autofire turret blaster on the roofs XD like on jedi outcast when kyle meet reelo first time. so rakto is not just a criminal, but it's really a good crime lord and fierce opponent. civilains: some pedetrians into the streets, and static civilian in the cantinas. and we are okay. 5 Padmé ship retexturing. okay i can do that. yes, get sense that jaden for capture rakto not arrive stupidally with the jedi z95 but hidden in a commercial transport. maybe that carry stolen stuff or droid part for rakto itself "rakto, there is a deliver for you?" "oh, the droid shipment is arrived" "rakto finds jaden XD "
  12. Okay waypoint network completed to 95% >.< now i am pretty tired. it's all day that i work on the map. so i go to bed. good night. @@Darth Sion if the plot is okay, next step is to put all NPCs. after that i pass the map \ ent file to Cerez too.
  13. okay i placed the waypoint. now i need to connect the network for NPC AI walk \ running i also locate the rakto room hideout... it's on top of a starway, the first door on left, in the bottom of the halls of a little motel. this place however can be easily reach at level begin, so i think is better to seal out the door . the door will unlocked only after jaden get information by upper city cantina and apartments. i have an idea for a little plot of the mission. 1 landing pad scene with rakto escape. 2 fight on rancor arena for unlock swoops 3 coming to lower quartier section with a little swoop race with swoop biker that chase and hunt jaden 4 smuggler quartier with smuggler fight and cantina conversation. the bartender send jaden to upper city. he lie : rakto is hidden just in the backward of cantina 5 : jaden go to upper city and fall into a trap with human merc and saboteur teams, sniper etc etc. 6: after defeated, he ask in the second cantina. the bartender send him to search a rakto worker into the apartment on the roofs. 7: the rakto worker reveal to the jedi the true rakto hideout and give him the key for enter. 8: rakto, because understand is near to be captured, spawn his special cards: cultistcommando and assassin droids for all lower smaggler quarter. @@Cerez @@Darth Sion what do you think of the plot? What can i do know? 1 ending the waypoint network 2 place the NPCs entities. 3 pass the file to Cerez for entity modding. 4: adding the civilian models and ambience tracks. 5: after entity are inside the map i can give some hand with the minor scripts. what is not possible to do know: - remove and replace padme ship. this is possible only with source file.
  14. MMe too. I get some personal problem, specially about my heal. In summer i cannot do so kill amazing painful hard work like re make a map. hot weather is killing me @-@ i will end the waypoint and point combat net and i will pass the file to @@Cerez for the rest, i think we'll waiting the source
  15. Man, really... if depend by myself, i will pass the map. but the map is not mine. we got author permission for making a conversion for t2_rogue replace mission, but for use his work for another mod... you need to ask to author before. Secondly: the map is without light entities and uvmapping of texture is broken. it's not much playable in this state. if you get author permission and you have so time and strenght for fix all graphical issue of the map it's okay. But we need too the source file map for this project, so, if you fix uvmapping and light of the map. after you need to resend to us for end this work. mmm... i am not pretty sure all this is okay with intelletual map properties and jkhub forum policy regard this. @@eezstreet , what i need to do? i not feeling good about that. i not want to share a map without author permission for a project extern to the project we are working.
  16. For a map so big and huge like that, is pratically impossible to reply the same light entities in the same position and with the same light style of origina cullen 's work. about the textures... is a painful work. too much for me. i can help for entities, but i will not redo a map by zero. if someone is so kindful to retexturize and re-englight the map okay... but in another case, a decompiled map is not much useful. it's so much wait for author source map file? o_o @@GPChannel. why you want this map? i decompiled the night version and i place waypoints, and t2_rogue original entites. but it's again all to do. it's not ready, it's map broken and am just ent-modding it. if you wanna join the team and retexturing all map and reput all light entiteis. well, welcome on board. if not, i not see why you want a decompiled map.
  17. oh, again. bsp -> map -> ruined map with no light and no texture uvmapping. unuseful map.
  18. bartender dialogue: it's not on JA, it's on JO on nar shaddaa first level. but it's kyle to talk with bartender. we can use bartender answer related to reelo searching quest, but we cannot do use kyle voices. we NEED jaden voices XD however, i waypointed ALL the level. but i am lost myself and i cannot find the rakto room XD is too good hidden . i tried also with wireframe cheats, but i not see it. however, i need again to connect waypoint grid and to place the point_combat entities. for what i think i suggest to make these way: 1: Landing pad enemis: a lot of battle droids and rodians. 2: a little fight into rancor arena for unlock swoops or deactivates some force fields. : enemies: smugglers. 3: swoop run to the lower quarters. enemies: human merc swoopbikers 4: lower quarters and cantina, doors for upper levels all locked until bartender conversation. enemy: smugglers. 5: upper quartes explorarion, find the second cantina. enemies: a team of saboteurs, a team of human merc with elite and altfire weapons, snipers on the roof and high path way. 6: the highpathway with a complex of room 7: rakto hideout and capture it. spared in all levels, assassin droids. with scripts also is possible to make shielded enemies and change weapons of droids or using alt fires for enemies weapons. assassin droid can use EVERY kind of shooting weapons, also lightsabers! D: not only the rifle. the personal guard of rakto maybe done by some saberist droid. also: before rakto droid guard: 2 cultist commando. they are characters never used into the game, but the NPC works pretty fine. they are acrobatic cultist that use two blaster pistol with repeating fire. civilian on area 4 and 5. it's okay? 5: upper quarters explorarions. Edit for point 4: i think we can make a mini boss enemy that carry a security key for unlock doors for upper city.
  19. Wow! thanks! it's okay also for my mod! D: nosgoth vampires get autohealing their wounds. D:
  20. Ok i need a lot of time for study level path and structure and see how make the task with your screenshot. this is the project: ent modding - myself: i make waypoint connection, place the entities and make the keyparms of entities for scripting-. - @@Cerez if i get trouble with building the map with ent modding, i will pass you the file and can make you? the scripting part... mmm, i can make minor script related to combat system. i will leave to Cerez the cinematic. i am not much good with these. now i will start the waypoint grid... is the longest part. @@eezstreet entmodding support also func usables and triggers? i need triggers for not spawn all in one once the enemies. this can overload map and cause fps drop. @@Darth Sion, find the models of civilian that you wanna put ingame. ah, we need also a voice actor man and one woman for jaden dialogue with bartenders.
  21. Without q3map 2 batch process D: WOAH! Magic!!! Well, in this case i can help Darth Sion. only, the padmé ship is not possible to removal. is brushes.
  22. ok i learned. @@eezstreet @@Cerez @@Darth Sion is more easy of what i thinked. basically i need just to go into my q3map2 folder of gtk radiant and making a batch compiler with the commands contained into the tutorial. after that, i can put a BSP and an ENT file. the batch will edit the BSP merging it with entities into the files. very interessing! so, i will do that: 1 waypoint grid. 2 put entities. 3 make and ent file. 4 merging the ent file on the cullen map with the batch process. 5 done. there is just one problem, Darth Sion... the padme ship XD i cannot remove that in any way without editing the map. is a giant set of Brushes, not an MD3. there is not an entity for padme ship, sorry. i cannot remove without the source file map. and i get also logistic trouble. I need to understand where you want the rakto hideout in this map. screenshot of place inside the game, please
  23. Nevermind. Found it. https://jkhub.org/tutorials/article/81-another-entity-modding-tutorial/ now i study a lot.
  24. interessing. there is some tutorial that can explain this step by step? :
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