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Everything posted by Asgarath83
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Kerberos Panzer Cop Armor Model
Asgarath83 replied to KyleKatarn1995's topic in Mod Requests & Suggestions
I not know this movie, but i lf IS ONLY for your personal use, (poirting can be illegal if you share without author permissions) i can rig the model for JKA. if you accept send me the file into 3DS format, with texture. I hope is not a too much high poly model. that can be nasty to rig. >.< but it's a suit, so i not to rig facial expression... i think i can do. i offer myself because i love this design. it's kinda scarry. -
Maybe convert my Mario64 and Spongebob maps to jka??!
Asgarath83 replied to Changes's topic in Mod Requests & Suggestions
Hello @@Changes D: personally i had player super mario by... by the first game that show up in the far 1989 to nintendo nes consolle. i played super mario 1, 2, 3, land, yoshi island and world. never played mario 64 or other mario 3d game. However i like very much your work. super mario make my childhood. i am glad to see this importerd on JKA. personally i am working to a fantasy conversion ot JKA universe to Legacy of Kain universe and i have a desperate necessity of maps for recreate every angle of nosgoth seen on old blood omen game... and it was 2d so it's really hard to make something. >.< every kind of source files that can contain every kind of prefab that can be used for this finality for me is pretty appreciated D: -
Disruptor work by default on Altfire because set the NPC into sniper modality. they use primary fire only when player is closest to NPC. however... tryed with repeater. not work, ever primary file. ever. how's boring. T_T but into the code ... well.. into the code the altfire for NPC is coded. i was wrong about that. simply, not works. for reason that i not fully understand. >.< but it should be work. i suppose that ravens team never care too much of this detail.
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Point of situation: Script working code on q3_interface.cpp NOT working code of npc stats: if ( !parsingPlayer ) { //altFire if ( !Q_stricmp( token, "altFire" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( NPC->NPC ) { if ( n != 0 ) { NPC->NPC->scriptFlags |= SCF_ALT_FIRE; } } continue; } //Other unique behaviors/numbers that are currently hardcoded? }
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Really, i not understand why not works. i tryed with a custom NPC equiped with blaster pistol and "altfire 1" on NPC file. but the command into the code is present... why not work on Npc_stats.cpp and works on q3_interface.cpp? o_o on q3_interface.cpp is a qboolean. on NPC stats is simple a setting. i tryied to reply the code structure of q3_interface.cpp of SET_ALTFIRE, but it not work also as a boolean. sure i miss something... No other idea for the moment. sorry for my failure.
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nope, not work. if ( !parsingPlayer ) { extern void Q3_SetAltFire( int entID, qboolean add); extern void ChangeWeapon( gentity_t *ent, int newWeapon ); //altFire if ( !Q_stricmp( token, "altFire" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( NPC->NPC ) { if ( n != 0 ) { NPC->NPC->scriptFlags |= SCF_ALT_FIRE; } else { NPC->NPC->scriptFlags &= ~SCF_ALT_FIRE; } ChangeWeapon( NPC, NPC->client->ps.weapon ); } continue; } //Other unique behaviors/numbers that are currently hardcoded? }
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I found the incriminating code part, but i haven't much good luck. i found that above on line 3600 of code/NPC_stats.cpp (Jedi Academy client) if ( !parsingPlayer ) { //altFire if ( !Q_stricmp( token, "altFire" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( NPC->NPC ) { if ( n != 0 ) { NPC->NPC->scriptFlags |= SCF_ALT_FIRE; } } continue; } //Other unique behaviors/numbers that are currently hardcoded? } this is the code part that NOT work. it's really strange because as you can see, this call the same flags of icarus scripting. so at moment i have not much idea how to fix it. maybe with a boolean? i am not much sure.
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Mmm, if i remember fine, if you play on difficult spgskill > of 0 (1, 2, 3) if you use the force speed, the sith react boost theyself with force speed too. i think you can chack the AI_jedi.cpp code related to the using of Force Rage by NPC. maybe you can make the same thing with force speed. time ago i programmed a force power like force repulse that cast also on caster of the shockwave an automatical force speed acceleration. but i simply called during the executing of the force power, the force speed power function in void wp_forcepowerrun on wp_saber.cpp
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Pretty interessing. i wanna to try tomorrow when i check for alt fire stuff D: maybe can make more variety to the saber. i not realise that exist things like SABER_TRIDENT etc D:
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Close to end of MD3 works. >.< i think friday maybe can i got a better look to altfire code. this issue of NPC file is little annoying.
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Into the time, you can try the mod for JKA escape from yavin 4 the lost maps. this mod have a large amount of sabers, NPCs and there is a òlevel at the start of the mod when you get a lava level full of tusken raider alt firing troopers. also if JA EY4 is without coding stuff, is however one of the best SP mod i ever played. the levels are huge, complex and very hards! have funny ^^
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LOL the rodian snipers of nar shaddaa... really this level make me crazy too. but more of rodian i got troubles with a little "lot" of avalanche of thermal detonator XDDD ... really programmer of JO was mad! XD nar shaddaa is a very difficult level for a neo jedi with low powers. And however... "never trust of a chiss bartender with a bad grammar!" ROTFL!
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When i have more spare time, i see if there is some way to fix this issue of NPC files thanks for waiting. if there is some remains of JO code... i not see that. but should not be too many complex to fix or bypass. is just a missing thing, not a bug. the code of altfire works fine on the shooting weapons, however. it's just a glitch of Npc AI. . i see that on JKA NPC are less smart then on JO. :\
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checked all Npc_stats.cpp files, where are allocated and setted the command of NPC files. ... there is NOT any setting for altfire 1 or 0. That's mean that this function on game is not programmed. so... altfire command into NPC file is an empty function. for engine, that not means nothing. o_o i think for fix the problem is necessary to manually wrote on NPC_stats a function realted to altfire command. i wanna try to do that when i end my stuff. >.< this require again some weeks. sorry for waiting.
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no problem. mmm i partially discover the thing. static void Q3_SetAltFire( int entID, qboolean add) { gentity_t *ent = &g_entities[entID]; if ( !ent ) { Q3_DebugPrint( WL_WARNING, "Q3_SetAltFire: invalid entID %d\n", entID); return; } if ( !ent->NPC ) { Q3_DebugPrint( WL_ERROR, "Q3_SetAltFire: '%s' is not an NPC!\n", ent->targetname ); return; } if(add) { ent->NPC->scriptFlags |= SCF_ALT_FIRE; } else { ent->NPC->scriptFlags &= ~SCF_ALT_FIRE; } ChangeWeapon( ent, ent->client->ps.weapon ); } icarus SET_ALT_FIRE boolean add or remove the SCF_ALT_FIRE flag to an NPC. that is the working function that need to be called for making the altfire working. now i need to check the NPC altfire command and see what call it. maybe are two different function... in that case, the npc code is bugged. if is the same function, there is sure some reason because NPC code ignore it.
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Pity in this period i am very busy with a bad work of MD3 buildings prefab for my mod. >.< when i end, i can check the SP code for see where is the lack of Altfire on NPC files. this bug interesse me too. i will see if there is some way to fix it, maybe using the code part of icarus SET_ALT_FIRE, True.
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There is some other external way of scripting the engine that can be executed by autoconfig file on startup of game. I think that maybe @eezstreeet was mine that way. but sure he can tells you more. i am okay with icarus, and i know a lot of coding, but i am not much familiar with external script system of JKA. also, i never see on the coding how exactly works the altfire and why the NPC command of this not works, and the icarus command instead yes.
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Is there any fix for those black shaders?
Asgarath83 replied to CansecoDev's topic in Mod Requests & Suggestions
not using rgbgen lightingdiffuse into the shader file of the texture. on MD3 model you get this issue : \ use rgbgen identity -
UI_ParseAnimFileSet: 4 == MAX_ANIM_FILES == 4
Asgarath83 replied to J19's topic in Modding Assistance
It's not easy to fix. for making something like it's very complex and over my skills. adding animation: for that you need to know the name of the new animation that you added into the models or the model and you need to add these animation into the enum char strings of the code animation. but this is not sufficient. you need also to expand the buffer for avoid overflow. also, is necessary to program the new animation because they need to match the correct player movement, bounding box, etc. mmm, very hard : \ editing an animation: i suppose that give this error, because there is a mismatch between coding values parameters and the new animation that you have changed.... but i am not an expert on that. for what i know, for making custom animation to a model you need to have a GLA file, with animated skeleton framed, a rigged GLM of the model, an animation.cfg file that set the frame progression and the name of every animation included into frames intervals. mmm, really, i not know how is possible to fix this. humanoid animation are pretty complex into JKA. your only chance is to contact some member of movie duels team or use pakscape for open the movie duels pk3 and dive on it for understand how they are structured. check the players folder and the _humanoid folder of the movie duels assest into models folders. probably you will found your answers. -
UI_ParseAnimFileSet: 4 == MAX_ANIM_FILES == 4
Asgarath83 replied to J19's topic in Modding Assistance
This happened because the models have more animation of what the engine's code allows. every animation is defined and registered into the code. for adding new animation, you need also to change a lot of code entries about that. -
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Pity altfire command not works on NPC files for some strange coding issues. but Works the SET_ALT_FIRE , true, if you set this as spawnscript to an NPC with Icarus scripting program. but this require to make custom map with custom spawn points. >.<
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In need of general advice, to understand the games code better
Asgarath83 replied to mihail95's topic in Modding Assistance
The source code of JKA is open now, download Openjk in this site. for open IBI and check how work JKA you need a lot of SDK kit tools used by every modder.