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Everything posted by Asgarath83
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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.
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Stopping a blaster projectile in mid-air
Asgarath83 replied to Lancelot's topic in Mod Requests & Suggestions
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; -
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Stopping a blaster projectile in mid-air
Asgarath83 replied to Lancelot's topic in Mod Requests & Suggestions
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. -
How can i replace a saber color completely?
Asgarath83 replied to ShenLong Kazama's topic in Modding Assistance
if is for SP, and you are good on C++ coding, check my tutorial about adding new saber colors. it's not much difficult. -
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.
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Stopping a blaster projectile in mid-air
Asgarath83 replied to Lancelot's topic in Mod Requests & Suggestions
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 ); } -
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 }
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on a SAB file put these lines: saberstylelearned tavion saberstylelearned desann unlocked!
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not bad for the first time. D:
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Having issues decompiling ffa maps from .bsp to .map
Asgarath83 replied to Wahya's topic in Modding Assistance
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. : \ -
Welcome Back Circa... Yes, i noticed some crash of site yesterday D: glad that you had fixed.
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Having issues decompiling ffa maps from .bsp to .map
Asgarath83 replied to Wahya's topic in Modding Assistance
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. -
Menu blue tabel - where is the texture for that?
Asgarath83 replied to Langerd's topic in Modding Assistance
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 -
Help with Single Player maps...
Asgarath83 replied to James Terrano's topic in General Modding Discussions
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. -
If you could be any SW species, what would you be?
Asgarath83 replied to therfiles's topic in Latest Poll
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: -
If you could be any SW species, what would you be?
Asgarath83 replied to therfiles's topic in Latest Poll
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 -
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.
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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
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Help with Single Player maps...
Asgarath83 replied to James Terrano's topic in General Modding Discussions
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. -
Bot Laser Projectile - Weapon Damage
Asgarath83 replied to Handsome Jack's topic in Modding Assistance
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? -
Yes, bolt_r_hand tag is used for right saber and shooting weapons. bolt_l_hand tag is used for left saber and lightning shoot level 3. The other tags are important for set the damage of projectiles impact on body parts, and for dismemberments cut points
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Help with Single Player maps...
Asgarath83 replied to James Terrano's topic in General Modding Discussions
In assest pk3 files you can find a folder called "ui" with files wroten into MENU format. you can extract these files and open with Notepad. in JKA there are many external data files that is possible to open with notepad and easily edit for customize many minor things of the game. NPC files: they scripts NPC models, force powers, weapons, sound and AI. SAB files: they scripts the sabers and the blades. is possible also create melee and medieval swords with a good SAB files and a good model of sword. IBI files: they are into scripts folder and they execute scripts that interact with maps BSP of game. you can build a script with Icarus. EFX files: they are into efx foldera and they programs the visual efx like smog, steam, sparks, blood etc. you can edit or create new effects with EffectEd. MENU files: these script files are into Ui folders and programs the menu screens of the game. their language is pretty similar at HTML. if you have experience with making web pages or working with adobe dreamviewer you can easily understand also MENU files. the script i pasted to you allow to you to add into a page of your Sp menu a button when, when you click with mouse, you change player model for your map. SHADER files: you can found into shaders folder. they are hard to understand, but if you did it, you can create shaders, (material, animation, light reflection properties nfor materials of the textures: you can create water, lava, sand, mud, gravel, dirt etc etc. with sahders you can tell to engine that a textures is rocky, or metal, or flesh... a shadermaster can create wonderful visual maps. ) DAT file: there are someone in ext_data. weapons.dat can be open with notepad and you can customize somethings of weapons for the PLAYER. NOT for NPC. for change parameter of npc weapons the only way is to hack the code >.< DMS.dat: dinamic soundtrack. this file control the dinamic battle music of the game. it's hard to understand, but if you do,m you can create custom dinamic soundtracks for your custom maps. ITEMS.dat: this file program the items,. bonus and object that player can collect into the world and use for fight. ammo, shields, healths medpac etc. STRINGS: this file contain the text strings of the menu of the game. it interacts with UI files . here are storage the textr of the force power name and description, the list of the objectives of a mission, the datapad information about weapons, force powers, animations, edit some strings allow you also to add new SP race or character to the single player menu selection race when you starrt a new game. okay, this is the ABC, dude. the rest depend by you,. scattered in this site there are many tutorials to every aspect of the modding. study each one of they for understood how full modding JKA. good luck! -
Help with Single Player maps...
Asgarath83 replied to James Terrano's topic in General Modding Discussions
Hello. as told. decompiling a bsp to map get you to that issues: - you lost alignment of textures. - you lost all light entities. - you get some structural leaks on map, some walls become invisible. and you need a big amount of works for fixing that. >.< for spawn player: info_player_start, as told to you, is the better way. for change playermodel of player: by the Menu of your mod. when you begin a new game you can set to a "continue" button to load the first map of your mod and set a playermodel, sounds for model and also what kind of saber you have. bsp meta get to you the geometry of the map, without any light and ambience light information. for a total build of the map you need a bsp -meta build followed by a bsp -light build. you need to set on worlspawn entity amount of ambience light you want, or with light build all surfaces of your map will be blacks. here is the code of a button of a menu mod that when you click on it load a map and set a playermodel for the player with saber too. for setting start forcepowers and weapons you can use a NPC file or setting it by icarus script runned by info_player_start entity with a target_scriptrunner runned by a trigger_once that touch the player on level start . itemDef { name nextscreen_button1 type ITEM_TYPE_BUTTON rect 530 460 172 24 text @MENUS_NEXT desctext "begin the mission." font 2 forecolor 1 0.688 0.281 1 textscale .7 textalign ITEM_ALIGN_LEFT textalignx 8 textaligny -1 visible 0 mouseEnter { } mouseExit { } action { play "sound/weapons/Air_Reaver/airreaver2.mp3" (put any sound path your want to listen when you click on button) setcvar "ui_char_model" Yourjedi uiScript "characterchanged" uiScript "resetcharacterlistboxes" uiScript "giveweapon" "1" setcvar g_char_model "Yourjedi" setcvar g_char_skin_head "head_a1" setcvar g_char_skin_torso "torso_a1" setcvar g_char_skin_legs "lower_a1" setcvar g_char_color_red "255" setcvar g_char_color_green "255" setcvar g_char_color_blue "255" setcvar sex "m" setcvar g_saber "yoursaber" setcvar g_saber_color "orange" snd "Yourjedi" uiScript "updatecharcvars" close all exec "vstr tier_mapname" exec "helpusobi 1" exec "wait 30" exec "playermodel Yourjedi" } }