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Asgarath83

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Everything posted by Asgarath83

  1. i think is better if you contact the mod author for fix that. I wrote a tutorial for SP for add a new saber color, but if you have not coding skill of c++ it's hard to do. : \
  2. the sky is again too bright but the location is wonderful! nice job @@Langerd, really! You are one of my mapping heroes!
  3. I suppose it can be done with a new force power that act like force push , and can deflect all weapons projectiles back, not only concussion and rocket launcher, and when you use the power you activate a timescale value. i tryed to make something like that for an AOE power attack that slam all enemy around and activate timescale, but also if i setted timescale to 0.1 in my tests, it not works much fine because : - g_timescale affected global time of entire game! so it slow not only the NPC but also the player. - i have not found a way to turn out the timescale to 1 when power duration expired. so, at the end, i simply make a power that create the shockwave of force and in the same time, activate the force speed power. if character have the force speed, it automatically activate also this force power on casting of this power so projectiles are sensible slow down.
  4. I cannot help with blender weight because i using max, but you cannot simply convert a model into a format for another game and expect it automatically works. for works into JKA you need to rig the model to JKA skeleton.
  5. about shooting weapons... On openjk code i see there is this on case FP_GRIP on WP_forcepowerstop. the grip power is strange because the gripping (choking, lifting and movement of NPC ) is executed when the power is stopped, like something as 1 second after casting. the FP_GRIP run code only stuck the entity without move or damage it... i think the run grip code only play the pushblur effect on the throat + the choke sound + the choke animation of NPC. however... i found this about the thermal detonator. else { gripEnt->s.eFlags &= ~EF_FORCE_GRIPPED; if ( gripEnt->s.eType == ET_MISSILE ) {//continue normal movement if ( gripEnt->s.weapon == WP_THERMAL ) { gripEnt->s.pos.trType = TR_INTERPOLATE; } else { gripEnt->s.pos.trType = TR_LINEAR;//FIXME: what about gravity-effected projectiles? } VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase ); gripEnt->s.pos.trTime = level.time; } else {//drop it gripEnt->e_ThinkFunc = thinkF_G_RunObject; gripEnt->nextthink = level.time + FRAMETIME; gripEnt->s.pos.trType = TR_GRAVITY; VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase ); gripEnt->s.pos.trTime = level.time; } } } self->s.loopSound = 0; self->client->ps.forceGripEntityNum = ENTITYNUM_NONE; } if ( self->client->ps.torsoAnim == BOTH_FORCEGRIP_HOLD ) { NPC_SetAnim( self, SETANIM_BOTH, BOTH_FORCEGRIP_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } break; i hope this can help some coder more expert than me. Edit little idea: someone testing this : else { gripEnt->s.eFlags &= ~EF_FORCE_GRIPPED; if ( gripEnt->s.eType == ET_MISSILE ) {//continue normal movement if ( gripEnt->s.weapon == WP_THERMAL || gripEnt->s.weapon == WP_BLASTER_PISTOL || gripEnt->s.weapon == WP_BRYAR_PISTOL || gripEnt->s.weapon == WP_FLECHETTE || gripEnt->s.weapon == WP_DEMP2 || gripEnt->s.weapon == WP_BOWCASTER || gripEnt->s.weapon == WP_REPEATER || gripEnt->s.weapon == WP_CONCUSSION || gripEnt->s.weapon == WP_TRIP_MINE || gripEnt->s.weapon == WP_ROCKET_LAUNCHER || gripEnt->s.weapon == WP_DET_PACK ) { gripEnt->s.pos.trType = TR_INTERPOLATE; } else { gripEnt->s.pos.trType = TR_LINEAR;//FIXME: what about gravity-effected projectiles? } VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase ); gripEnt->s.pos.trTime = level.time; } else {//drop it gripEnt->e_ThinkFunc = thinkF_G_RunObject; gripEnt->nextthink = level.time + FRAMETIME; gripEnt->s.pos.trType = TR_GRAVITY; VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase ); gripEnt->s.pos.trTime = level.time; } } } self->s.loopSound = 0; self->client->ps.forceGripEntityNum = ENTITYNUM_NONE; } if ( self->client->ps.torsoAnim == BOTH_FORCEGRIP_HOLD ) { NPC_SetAnim( self, SETANIM_BOTH, BOTH_FORCEGRIP_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } break;
  6. i like original coruscant skybox, but it's not much matching with the Coruscant we know. This fix is great. Now play t2_rogue will be wonderful! Thanks!
  7. I mmm if i remember there is into the force grip code a part when is possible to grip a thermal detonator grenade for stop it on middle air. maybe is possible to hack this code portion for allow the grip to "grip" all weapons projectiles. should be cool for blaster, flechette and rockets.
  8. if is for SP, and you are good on C++ coding, check my tutorial about adding new saber colors. it's not much difficult.
  9. Tuesday was a bad day, because i was sick. However, i checked the model on Modelview (i use blender2.46 and mr wonko GLM importer not show the weight on the 2.46 version, is for 2.48 and later) on max i cannot see the Weight because if i import a glm on max 5 it lose the weight data. However, there is a mismatching on two vertex of torso and hips, in the back part of the model. that cause a leak. you can fix the leak assign the same weight parameter value to the each vertex. remember: if you got two mesh, and their edges are touching each other,for avoid leaks of model you need to assign the same weight to their matching vertexes. example MESH Torso Verts a..............b...................c.................d Mesh Hips verts 1...............2...................3..............4 a need to get the same weight value of the sames rigged bones of 1. b of 2, c of 3, d of 4. Example: if vertexes A get 50 weight to lower lumbar and 50 to pelvis, vertex 1, need to get the same weight value: 50 to pelvis and 50 lower lumbar. the vertexes that touch each others need ever to get the same weight abs values. otherwise they can mismatch and deform the model.
  10. JA SP code: you can change projectiles pushable editing a little function on g_missile.cpp about it, if i remember fine. mmm also in void forcethrow on wp_saber.cpp there are some interessing setting about homing rockets. else if ( push_list[x]->s.eType == ET_MISSILE && push_list[x]->s.pos.trType != TR_STATIONARY && (push_list[x]->s.pos.trType != TR_INTERPOLATE||push_list[x]->s.weapon != WP_THERMAL) )//rolling and stationary thermal detonators are dealt with below { vec3_t dir2Me; VectorSubtract( self->currentOrigin, push_list[x]->currentOrigin, dir2Me ); float dot = DotProduct( push_list[x]->s.pos.trDelta, dir2Me ); if ( pull ) {//deflect rather than reflect? } else { if ( push_list[x]->s.eFlags&EF_MISSILE_STICK ) {//caught a sticky in-air push_list[x]->s.eType = ET_MISSILE; push_list[x]->s.eFlags &= ~EF_MISSILE_STICK; push_list[x]->s.eFlags |= EF_BOUNCE_HALF; push_list[x]->splashDamage /= 3; push_list[x]->splashRadius /= 3; push_list[x]->e_ThinkFunc = thinkF_WP_Explode; push_list[x]->nextthink = level.time + Q_irand( 500, 3000 ); } if ( dot >= 0 ) {//it's heading towards me G_ReflectMissile( self, push_list[x], forward ); } else { VectorScale( push_list[x]->s.pos.trDelta, 1.25f, push_list[x]->s.pos.trDelta ); } //deflect sound //G_Sound( push_list[x], G_SoundIndex( va("sound/weapons/blaster/reflect%d.wav", Q_irand( 1, 3 ) ) ) ); //push_list[x]->forcePushTime = level.time + 600; // let the push effect last for 600 ms } if ( push_list[x]->s.eType == ET_MISSILE && push_list[x]->s.weapon == WP_ROCKET_LAUNCHER && push_list[x]->damage < 60 ) {//pushing away a rocket raises it's damage to the max for NPCs push_list[x]->damage = 60; } } else if ( push_list[x]->svFlags & SVF_GLASS_BRUSH ) {//break the glass trace_t tr; vec3_t pushDir; float damage = 800; AngleVectors( self->client->ps.viewangles, forward, NULL, NULL ); VectorNormalize( forward ); VectorMA( self->client->renderInfo.eyePoint, radius, forward, end ); gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT, (EG2_Collision)0, 0 ); if ( tr.entityNum != push_list[x]->s.number || tr.fraction == 1.0 || tr.allsolid || tr.startsolid ) {//must be pointing right at it continue; } if ( pull ) { VectorSubtract( self->client->renderInfo.eyePoint, tr.endpos, pushDir ); } else { VectorSubtract( tr.endpos, self->client->renderInfo.eyePoint, pushDir ); }
  11. Well, i use openjk. maybe is for this. original game maybe has not this feature. i not remember. if you use setforceall 3 as cheat command of consolle into the default , you can get all force power to level 3 and also all the seven styles availables. setforceall however, unlock all the sevenstyles. for working you need to put that into a custom .SAB of a your own SAB. file and you need to load the saber with consolle. example: you make a saber called katana1 with this command, and you put into consolle "saber katana1" and magically you get the saber with the 2 styles unlocked. for add also the basic styles of combat you need to add : saberstylelearned fast saberstylelearned medium saberstylelearned strong into the SAB file. for make you an example by my mod: reaver13 { name "The Soul Reaver" saberType SABER_SITH_SWORD saberModel "models/weapons2/reaver13/reaver13.glm" g2MarksShader "gfx/damage/reavermark" soundOn "sound/weapons/Spirit_Reaver/reaverin.mp3" soundOff "sound/weapons/Spirit_Reaver/reaverout.mp3" saberLength 70 saberradius 20 saberColor blue noBlade 1 trailstyle 1 noidleEffect 1 saberstylelearned fast saberstylelearned medium saberstylelearned strong saberstylelearned desann saberstylelearned tavion saberstyleforbidden staff swingsound1 "sound/weapons/Spirit_Reaver/SoupiritReaver1.mp3" swingsound2 "sound/weapons/Spirit_Reaver/SpiritReaver2.mp3" swingsound3 "sound/weapons/Spirit_Reaver/SpiritReaver3.mp3" onInWater 1 spinsound "sound/weapons/Spirit_Reaver/SpiritReaver1.mp3" fallSound1 "sound/weapons/skullreaver/fall1.mp3" fallSound2 "sound/weapons/skullreaver/fall2.mp3" fallSound3 "sound/weapons/skullraver/fall3.mp3" bounceOnWalls 1 bladeEffect "reavers/spiritblade2.efx" blockEffect "reavers/spiritblock2.efx" hitPersonEffect "reavers/spiritimpactbody2.efx" hitOtherEffect "reavers/spiritimpact2.efx" damagescale 6 Knockbackscale 1 nowallmarks 1 lockbonus 8 parrybonus 8 disarmbonus 8 MaxChain -1 ReadyAnim BOTH_SABERSLOW_STANCE drawAnim BOTH_SHOWOFF_FAST putawayAnim BOTH_VICTORY_STAFF KataMove LS_STABDOWN lungeAtkMove LS_A3_SPECIAL jumpAtkFwdMove LS_ROLL_STAB JumpAtkBackMOve LS_BACKSTAB g2WeaponMarkShader "gfx/effects/bloodsplat" twohanded 1 oninwater 1 }
  12. on a SAB file put these lines: saberstylelearned tavion saberstylelearned desann unlocked!
  13. not bad for the first time. D:
  14. Sorry for late, but without like or quote i cannot see your notification. However Nope. you can add info player, waypoint, spawnpoint to a bsp with an external *.ent file you need open jk engine i think for allow to entmodding to work. basically you can create your little sp level battle using already done BSP adding item, spawn point for enemies. but you cannot add brushes, triggers, edit the geometry or adding func_usable. : \
  15. Welcome Back Circa... Yes, i noticed some crash of site yesterday D: glad that you had fixed.
  16. You need to put into q3map 2 folder if you want to edit a map is better that you use entmodding. is not a good idea to decompile a map: 1: it's an intelletual work of someone, if you edit, it's only for you personal own, without permission of original author you cannot share the map or host in this site. 2: you will lose ALL light entities, all UVMAP coordinates of the textures, and you can get also some sctructural Leaks of the walls. Misc_model with physic spawnflag enabled also can get you a lot of trouble, because the decompiled map will be full of structural brushes of this entities.
  17. Mmmm, you can change editing MENU file, maybe you can locate where is spawned into the MENU file of the setting options. otherwise should be into gfx/menus folder into the assest of original game... okay, is not easy, but you need to check to setup.MENU file (setup menu by main menu) and ingamesetup.MENU file (setup during gameplay) into ui/folder of assest1.pk3 of original game. >.< you need to find the correct itemdef that spawn this box when this menu screen is loaded. PS: check the PM box
  18. To be honest, @@Langerd... BEST SP MOD I EVER SEEN!!!! GREAT MORE MORIN MATERIAL!!! D:
  19. Maybe is better to start with basic, man. I begin doing manually custom NPC and SAB files with downloaded models and learning all the basic consolle command for loading map and spawn characters.
  20. Maybe for the eye colors XD seriously... I suppose is not so bad be a gungan, if you like the waterworlds should be very beauty explore the water deeps. : 3 jar jaris not the more smarter example of gungan, but is funny. otherwise a gungan is more cute of a moncal IMHO. but i like Ackbar race too. :3 and i ever laught when Quarrens talk moving they facial tentacles. XD However, well, i hope some day there is some flying new race on SW with a cute or descent appereance. it's not the best be a giant bug like Watto or geonosians D:
  21. A human, i think, otherwise a vor. they are not very cute, but they can fly. however a winged flying species . why not? )and i not wanna be a geonosian, a gand, or a toigorian like watto, or a mynook XD ) http://starwars.wikia.com/wiki/Vor
  22. Seems a missing reset X form issue. : \ ever do a reset xform on edited or moved, scaled, rotated mesh before hierarchy and rig on max.
  23. yPlayermodel load a player character model searching into models/players/"nameofmodel" path. and load model.glm file. example Playermodel Luke -> models/players/luke/model.glm
  24. Bad sleeping tonight T_T mmm... ah, your question. Okay, in my case is an edit of a menu file of the game. if you wanna create custom Menu, the better thing is to download some SP mod and study how works they menu files. i suggest Deception and Escape from Yavin IV the Lost map. the last mod has a niceful menu interface and study that was very important for me for understand Menu system.
  25. I am sorry, but the NPC weapons damage can be altered only with code. the weapons.dat file edit damage only for player. about the efx, maybe the super battle droid model miss the tag that shoot the projectiles? : \ a enemy with bot laser as weapons for works fine should have the tag of his model exactly like the probe droid model. Also, how si scripted the NPC file of your battle droid?
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