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Asgarath83

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Everything posted by Asgarath83

  1. 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
  2. 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.
  3. 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.
  4. 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
  5. 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) .
  6. 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.
  7. @@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.
  8. I thinks female can replace the cultist_saber2 variant maybe idem for reborn_new2, dual2, staff2 and for rebornmasterdual? .
  9. Wonderful model : 3 Qui Gon is one of my favour Old Republic Jedi Characters
  10. And now, we got a Barbie & Ken mod. XD i laught for not scream, men.
  11. 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.
  12. So it not work on MD3? o.o i need to check that.
  13. yep, surfaceparm forcefield. i love the idea of a room when blaster shoot can be used for a tennis match with saberists XD
  14. 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.
  15. 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 >.<
  16. Modding, writing? pain for the hot weather? i hate the summer .-. too hot for me. Winter forever! Yay! D:
  17. 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
  18. Loving It. remember me Gta Vice City! Great! I will try!
  19. 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. >.<
  20. 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.
  21. there ares dozen of female reborns in various mod. D:
  22. I am not a lightmap expert, so basically i use the light ambient and also some rgb filter for the map. also minlight and midlight and a skybox with sun \ moon helps.
  23. Many weapons sounds are played by their projectiles muzzle\impact wall \ impactbody efx
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