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Everything posted by Asgarath83
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Well, so i really not know how is possible to edit. @@Darth Sion and @@Cerez Okay get in radiant. without any texture for moment. Cullen is really a master artist padmé ship is not an MD3 model, is builded with brushes! map structure! D: this is an hard work to do. I seet there is the landing pad, and the swoop traces, and the downtowns section. there are two possible access to downtown section using swoop race trace. I have already merged entities of the two maps. now i need to clean up, make waypoint grids and place NPCs, after i can pass map file to @@Cerez so she can do the entity modding. or you want a bsp with meta building? Otherwise, @@Darth Sion ... please, learn the basic of mapping. is not so difficult. And if you can do these things by yourself sure you are advantaged in these tasks. EDIT: added textures without that my eyes get @.@ ... as i told, uvmapping of texture is broken totally. so a decompiled map is unuseful. also all light are missing. well, i can place entities, but not make more of that. the other work can done only by Cerez. without the original source file is impossible remove padmé ships. is not an MD3, is make by brushes. it's part of map geometry. So for moment we can work just on entities. i need however some indication bnecause also if i see landing pad and cantina near at the begin of swoop race trace, i not understan WHERE is the new rakto hideout @@Darth Sion if you post some screenshort of the place you wanna as Hideout for Rakto you give me a favour.
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@@eezstreet sorry, i not know that. so is possible to edit a BSP simply with a notepad? interessing, but it's not little hard to make? i tryied to make that one time, and i get only a corrupted bsp unreadable. o.o @@Darth Sion : i never watched star wars rebel and i am not interessed to watch the show. if you keep calm i decompile the two maps and paste the entity of original t2_rogue into the coruscant map of cullen just now. about place fine all entities in the correct place, and making a waypoint grid this need time. okay? yes, i will decompile the night version of the map. Civilian entities? these require custom NPCs stuff and models. this become little big as project, more big of what i initially think. Sure it's more realistic, but it's difficult. it require a lot of models of humans and aliens and also NPC customization of these models. at moment is the last of our troubles. Otherwise, if you learn a lot of little jedi patience, young sith, everybody can work more relaxed
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mmmm, yes i think i can do that. let me end to texturize two of models for my mod and i prepare the waypoint grid and i pass you the map file with waypoint, so you can create the waypoints grid as ent files. i can place also NPCs etc etc... but i cannot make a playable map without the sources... well, i supose when we receive the source i will copy \ paste the entities into source map and i will remake the compilation... but yes, i can prepare all the gameplay entities with a decompiled map. is not the best, but almost you get a playable level with end modding. when we will get the source file i compile it into a bsp after i will paste the entities.
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well, i have the hobby of modding JKA by 12 years... but i did ever this as self didactic learning with try and error and following some tutorials. basically psykosith tutorial for models and rich diesal for mapping. only in 2013 i found this beatiful community and my modding skill boosted up. also, learning the basic of coding allow me to really deep change the gameplay. now i can really make the dream of my project: a conversion of JKA for revive the deleted legacy of kain series, i am a big fan of kain and raziel histories. the unique code issue i get is just some little crash again to fix and the force falling, force falling emulate the vampiric skill of jump of blood omen 2 game. it's identical, so when serenity up that code, i add in the mod immediatly. but i need again to fix the factor of the damage on the crash land. mmm i will check the things related to damage and the pm_crashland function. maybe the answer is here. for the rest, i have alls for my project: models and code are ready. i need just to make a large amount of visual effects for elemental projectiles and spells and .... Maps... argh, this is my damnation! How can i recreate in 3d nosgoth world with the radiant poly limitation? maps of JKA need to be LOW poly. MD3 helps for building and i am okay for houses and trees etc. but lands... uff... make terrains on JKA is nasty >.< i discover a procedure for convert Blood Omen level maps into heightmap and realize 3d terrain but these height map that are the same aspect of nosgoth scturutale lands, but is very long as process... mmm, maybe another solution is to find MD3 prefab of cliff, montains, hills, gorges, etc etc... o.o
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My pleasure. You can apply the noflip code to a copy of all SAB file and you resolve definitely this trouble for all NPCs, Jedi and game characters.
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You need three step ... or two. If you play as jaden korr as default player: 1: make a folder called ext_data in the Base folder of the game, inside, you need to put a folder called "sabers" inside, this you need to put a copy of a SAB file of JKA extracted by assest of the game. the single_1 file is okay. 2 - open the sab file inside the your custom foldersr with notepad 3 - add below the string command "sabermodel" the following "NoFlips 1" 4 save the SAB file. 5: in game, when you are using the saber single_1 hilt , your jedi will not make more flips when he jump. FOR NPC: simply put the edited single_1 hilt as saber with "saber single_1" command into an edited NPC file. some works of sab files, but your custom ext_data need to contain it into a folder called Npcs. the NPC that use this hilt as blade will not flips when make force jumps. you can play as this custom NPC using command "Playermodel < npc name > " example: Playermodel jedi2 into the debugging consolle of the game, that appear when you hold SHIFT and \ key of keyboard together.
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Oh thanks! Yes, this can be very helpful. you mean the ranks of Force jump FP_LEVITATION right? D: i am pretty curious. i know how to make a rank force power if else function, but i not know how remove damage for this specific case. i will wait for you
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I got alittle question for you redemption, when kyle use force fall by a very high roof and he hurt the land, if the force fall is again active he take damage from falling or not? because in my SP code mod force fall work, but when player touch the land get however damage by the falling (and if i not shield my jedi with force protect before jump and use force fall in pit, he can die on impact with ground) .
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Apologies accepted @@Darth Sion . if this is caused of the words i told on my PM caused by my little frustration for this situation, well i was joking. it was simply irony. when i am a lot frustrated for a thinks, i make ever irony. I get not any pretence of offense of criticism regard Cullen or any artist developer. i am sorry that so many times my irony is misunderstooded. that's happen also in my real life. aw, it's so sad. the langague barrier also not help me much to write the correct english words for tell what i really think about the things, so i am sorry for every misunderstanding caused by my bad english and grammar. Otherwise, that not change the real of fact: we depend by Cerez free time and by Cullen source file. if i have the source of the map, sure at this time i'would make you already happy. with the source file, the most hard think is to create a waypoint grid into the map is not a big trouble for me. i make something like that into a swamp map years ago. enemy run and flee toward the mud and trees. was really fun.
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@@Darth Sion @@Cerez i wanna be honest. i not know how to use ent modding and also i have not an Openjk version that support it (that's is the best problem, i am doing my mod on an up-to-date version of Openjk ) but for what i see, the ent modding cannot edit brush entities. the padme md3 ship can be replaced, sure, but the physic clip collider of the ship... that remain and mismatch inside the map with jedi z95 model. So i need the source files for fix that, also because i cannot work with ent modding. also i need the source files because, as i told on MP to Darth Sion, if i decompiling the map, i lost all light entities and uvmapping of textures. so, or we wait for source assest, otherwise, if you know some more efficient system of q3map 2 for convert bsp to map without losing light and uvmapping information and leaking the structural brushes... let me know >.< for me is pretty easy to copy \ paste entities of t2_rogue level into this coruscant map, but i cannot work on a broken map file. edit: checked cullen conversation. I not like much that you tell my name without my permission on facebook @@Darth Sion for talk with cullen about me... against me.i am not frustrated or anger against you or against cullen in respect of what i can appear. i Simply Told that i cannot work without the source map file. for what i read, Cullen need a large amount of time for separate the assets of this single map by all gigabyte of stuff and works of other JKA modding stuffs. i have something like this also in my mod so i understand his difficult and why he take so many time for making that. it's not easy to find every single reference of textures, shaders, gfx, custom effect and any other custom material used for the maps and separe by all gigabyte of staff for personal modding project. so i am not surprise if he take so many time for get the source file. we have two possibility. we can wait cullen prepare the source asset and pass to you , this can require a long time also for his real life problem. or you can wait @@Cerez is more free and take the time for manage this project with ent modding. or, if you get really really rush about it, you can search some other that know how use ent modding for making this project. i am sorry i can work only with source map. a decompiled map cannot be more helpful in that's way.
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well, for temporaney fix the silly rools. you can add the "norolls 1" to SAB file of your jedi and jedi not make more rools when jumps. there was also noflips and nocartwheels if i remember fine.
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Magnetically sealed walls? (projectiles bounce off)
Asgarath83 replied to Teancum's topic in Modding Assistance
So it not work on MD3? o.o i need to check that. -
Magnetically sealed walls? (projectiles bounce off)
Asgarath83 replied to Teancum's topic in Modding Assistance
yep, surfaceparm forcefield. i love the idea of a room when blaster shoot can be used for a tennis match with saberists XD -
I think the letter black bars on top and down of movie are pretty hardcoded into the code and this require code hack. the fade simply create dissolvance effect of the camera (transition effect by total black screen to normal video screen... fade it's used for making dissolveces inside the cinematics ) , no affecting that.
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HapSlash's Improved Imperial Officer with Customization Support
Asgarath83 commented on Oldenburg's file in Single Player
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Kerberos Panzer Cop Armor Model
Asgarath83 replied to KyleKatarn1995's topic in Mod Requests & Suggestions
the notification remember me of that commission... uff, it passed a lot of time. also i am also busy to another request (map request of coruscant, but again i have not the source map file for works.) sorry man. Psyko is right. Too much high poly. i rigged a HD model recently and i get a LARGE amount of trouble. You cannot pretend to run HD models to JKA. you cannot. the engine get serious limitation for making that. i am forced to decline. i cannot manage this. after the last experience, i don't want more to work on HD models. for JKA is a torture. ùalso if i do this model, sure i will get the error "run out of space ghoul 2 model adjust miniheap size etc etc." sorry, this restrcition avoid to works with HD models into JKA. also, building an HD glm on carcass is a nightmare >.< -
Modding, writing? pain for the hot weather? i hate the summer .-. too hot for me. Winter forever! Yay! D:
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The song theme is a famous italian music. I know this song because i am a Bocelli estimator. Andrea Bocelli is the greatest italian living tenor in the world at moment. I was pretty stunned when i see the author choose Bocelli as soundtrack XD Also, because is my Mother Language and i fully understand the words of the music
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Hello, i've fixed in time, the warning was caused by faces with more of 500 faces ... the vertexes cap is >1000 so it's okay, i split the models part in less of 500 faces and so fixed the warning. but on the game, because the model was VERY HIGH POLY, I get the error "ran out of transform space blablabla ghouls2 miniheap size blablabla" when playermodel hit an enemy or being hitted. i fixed that removing 2 high poly mesh of the fingers and models the hands for making new low poly fingers. also i changed the head with an head version low poly and i removed the parts of the head hidden by the helm of the demonic armor. the model is a vampire with a black demon armor. pretty cool model, but very near to the caps of the JKA limits. yes, now i download XSI of archangel and the new assimilate. The original Assimilate is very.... cracking balls. >.<
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Has ANYONE thought of this before!?
Asgarath83 replied to TheWhitePhoenix's topic in Mod Requests & Suggestions
LOL, inside the mod escape from yavin 4 - the lost maps, there are some models of females reborns, also if they are reskins of Jan models. they was strong opponence. one was the "sithress" with marka ragnos scepter, and the other was her female commanders. . also, i remember asajj ventress, but she's a sith female, not a reborn female and not human race... mmm. personally IMHO female reborn appereance should be like Visas Maar of Kotor 2.