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Everything posted by Asgarath83
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Could someone make a model of this character? (Xesh)
Asgarath83 replied to Xesh's topic in Mod Requests & Suggestions
The two aliens are the Ratakan of KOTOR D: interessing should be a story located into the Infinite Empire of Rakatan race, before their collapse. Mmmm... why not also a JKA model of an ancient Rakatan? with they natural skills on the Force, should be interessing as adversary. D: -
Shader issue... Water and Lava doesnt work
Asgarath83 replied to Langerd's topic in Modding Assistance
So, a custom water shader with nodraw as surfaceparm. o_o -
Shader issue... Water and Lava doesnt work
Asgarath83 replied to Langerd's topic in Modding Assistance
Mmm, that's explain this weird issue i got sometime with water compiling, on the sides of water brushes, sometime i get some strange issue, other times the water \ lava is not... water... just is trans. Nodraw shader... good to now. well, i was based on rich diesal mapcrafting tutorial. : \ i not know this trick. many thanks. -
Shader issue... Water and Lava doesnt work
Asgarath83 replied to Langerd's topic in Modding Assistance
about watershader brushes sctructures, they need to get the water texture on the top and the bottom, and the caulk_water texture on the sides about the shader of the waters. make sure they have q3map_material water as parameter. the "water" material of a brush is builded during the building of the map. so for working a water, you need to have a shader water, a shaderlist with the file that contain the watershader into the list as name. and all these into the radiant shaders path correct. also textures of water shader need to be in the correct path. for see builed water into the engine, you need to copy shader file and texture of water inside your mod path. -
I remember that in escape of yavin 4 the lost map there are some UI menu file that are setted for show models of characters into menu, also wjith description of the characters themselves. i used that configuration for making a menu that showing models also for my mod. basically it's something like that: // ELEMENTALE D'ACQUA itemDef { name waterelemental group droids style WINDOW_STYLE_EMPTY type ITEM_TYPE_BUTTON rect 325 130 100 15 text "Golem d'Acqua" descText " " font 3 textscale .75 textaligny 0 textalign ITEM_ALIGN_LEFT textstyle 1 textalignx 0 forecolor 1 .682 0 1 visible 0 mouseEnter { show button_glow setitemrect button_glow 325 130 150 12 setcvar "ui_char_model" water_elemental uiScript "characterchanged" uiScript "resetcharacterlistboxes" setcvar "UI_HOME" "Laghi. Forgia di Nebbia." setcvar "UI_RACE" "Elementale" setcvar "UI_POSITION" "Guardiano d'Acqua" setcvar "UI_HEALTH" "400" setcvar "UI_FORCE" "100" setcvar "UI_STRENGTHS" "Rigenerazione. Resistenza magica." setcvar "UI_WEAKNESSES" "Armi esplosive di Fuoco." setcvar "UI_WEAPON_PREF" "Glifo d'Acqua." setcvar "UI_INFO" @CHARS_WATERELEMENTAL show information } mouseExit { hide button_glow setcvar "ui_char_model" none uiScript "characterchanged" uiScript "resetcharacterlistboxes" } } //---------------------------------------------------------------------------------------------- // // CHARACTER MENU specific stuff // //---------------------------------------------------------------------------------------------- // CREATION title itemDef { name character group models type ITEM_TYPE_MODEL rect 360 84 300 340 model_g2anim "BOTH_WALK1" asset_model "ui_char_model" model_angle 180 model_g2mins -10 -15 -10 model_g2maxs 20 15 30 model_rotation 28 model_fovx 50 model_fovy 55 isCharacter 1 visible 1 decoration } more important, here there is the specific ui code istruction for display a model of a character into a menu. .this itemdef is called for every button or textstring that show the ui models so you can see multiple models, that make the walking animation. you can decide dimension, angle, animation of models, and also the model itself is displayed.
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Saber/Sword weapon request thread
Asgarath83 replied to Rooxon's topic in Mod Requests & Suggestions
Oh, in this case we'll wait D: . i am glad you improving your modelling skills with HD models, and also, that you wanna continue to make the jedi blacksmith. I hope a day i can see also the axe i asked, but not worry. take your time and help also the other peoples. i was worry for you, just that. -
Saber/Sword weapon request thread
Asgarath83 replied to Rooxon's topic in Mod Requests & Suggestions
I am not much sure @@Rooxon can make other sabers :\ -
Changing SP weapon damage
Asgarath83 replied to Imrightyourleft's topic in Mod Requests & Suggestions
Single Player, right? For damage inflicted by player: you can change into weapon.dat adding damage and altdamage value to the weapons strings. NOTE: this require openjk. for NPC damage. You need to change into the code. you can see how is setted NPC damage into My SP weapon Tutorial. it's defined on weapons.h -
Hello. I am doing an AOE glacial force power attack, that freeze all enemy around the jedi for a lot of second. (20 second in this case) because i have some problem (i not know exactly how to make a freezing code that can freeze more entities together) i used the BS_CINEMATIC status for freeze the enemy and i turned off they sabers. this work however sufficiently good. my trouble is... how can i Unfreeze that when the force power time is over? I need to turning theyself to BS_DEFAULT state. here's the code part related. // Humans and mortal creatures. // Damaged and frosted for 20 second, they cannot move! case CLASS_RODIAN: case CLASS_PRISONER: case CLASS_TRANDOSHAN: case CLASS_STORMTROOPER: case CLASS_IMPWORKER: case CLASS_IMPERIAL: if ( push_list[x]->enemy ) { G_ClearEnemy( push_list[x] ); } push_list[x]->NPC->confusionTime = level.time + WaterGlyphTime[self->client->ps.forcePowerLevel[FP_WATERGLYPH]]; // push_list[x]->client->ps.forcePowerDebounce[FP_WATERGLYPH] = level.time + WaterGlyphTime[self->client->ps.forcePowerLevel[FP_WATERGLYPH]]; soundIndex = G_SoundIndex( va("sound/weapons/Dark_Reaver/darkreavershadows%d.wav", Q_irand( 1, 4 ) ) ); if ( push_list[x]->ghoul2.size() && push_list[x]->torsoBolt != -1 ) {//FIXME: what if already playing effect? G_PlayEffect( G_EffectIndex( "force/frost" ), push_list[x]->playerModel, push_list[x]->chestBolt, push_list[x]->s.number, push_list[x]->currentOrigin, WaterGlyphTime[self->client->ps.forcePowerLevel[FP_WATERGLYPH]], qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/frost.mp3" ); G_PlayEffect( G_EffectIndex( "reavers/crystalimpactbody2" ), push_list[x]->playerModel, push_list[x]->chestBolt, push_list[x]->s.number, push_list[x]->currentOrigin ); G_Damage( push_list[x], self, self, 0, push_list[x]->client->renderInfo.torsoPoint, 75/*600*/, DAMAGE_NO_KNOCKBACK, MOD_REPEATER_ALT ); if ( push_list[x]->s.weapon == WP_SABER ) { //turn it off? push_list[x]->client->ps.SaberDeactivate(); } } if ( PM_HasAnimation( push_list[x], BOTH_COWER1 ) ) {// FREEZE ANIMATION NPC_SetAnim( push_list[x], SETANIM_LEGS, BOTH_COWER1, SETANIM_FLAG_NORMAL ); NPC_SetAnim( push_list[x], SETANIM_TORSO, BOTH_COWER1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); push_list[x]->client->ps.torsoAnimTimer += 200; hold = level.time + WaterGlyphTime[self->client->ps.forcePowerLevel[FP_WATERGLYPH]]; // Freeze For 20 Sec! push_list[x]->client->ps.weaponTime = push_list[x]->client->ps.torsoAnimTimer; push_list[x]->NPC->tempBehavior = BS_CINEMATIC, WaterGlyphTime[self->client->ps.forcePowerLevel[FP_WATERGLYPH]], qtrue; //Freezing time... this not work //self->client->ps.forcePowerDebounce[FP_WATERGLYPH] = level.time + 20000; //self->client->ps.forcePowerDuration[FP_WATERGLYPH] = level.time + 20000; };
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Baywatch stormtroopers? XDDD
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Frustrating problem with a 99% complete map (HELP)
Asgarath83 replied to Aldro Koon's topic in Modding Assistance
@@Aldro Koon ah, this damned problem. >.< it's really an headache, to me happen ever billion of times. i see that is possible to fix it simply converting the transparent detail brushes into structural brushes. fo build,. i use a custom build for my maps, without the bounce8 and gtk radiant 1.5.0. -
Personally i see that many mod and custom map mod get his custom soundtrack take from some ost, or some kind of ripped sound \ texture \ model by other games or JKA assets, or youtube video etc etc. So i not see the problem, if you aren't sell the mod itself, that's should be okay. Simply credit the music author and band into the credit of your mod, also if you take a model for another game, credit all right to the developers. the developers itself of a music or a model can force you to remove your mod however, if they discover the thing and they dislike it,. so it's at own risk. people is very possessive of their artistic work, but i know that making all things by your hands for the biggest mod is impossible, if you got a large project. for what i think, internet is based on the free sharing of the contains. if you are not make this for cash or your personal profict, this should be fine. If you not want of your personal work is shared, or used in another contest, not put into web. putting every thing on web automatically create an high amount of risk that the stuff is ripped or "stolen". all person share with friends in chats music, soundtracks, albums or video without permission of the authors. this is a grey - hot area of discussion. should be illegal, technically, but all do it. if you share with your friends your mod or is for your personal enternaintemnt, there is nothing of bad i think. you can get issues with sharing the mod with peopoles after you uploads into the web. i am not sure about JKHUB policy regard the ripped material. maybe you'll cannot host your mod on this site. . .
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HELP coding Rakghoul disease from Kotor.
Asgarath83 replied to Brownjor10's topic in Coding and Scripts
mmm, i think should be a force power of a custom rakghoul NPCs. check the code of the droid that disappering their model when they are destroyed (probe droid, mouse droid) This code spawn an effect on a point of a model. you need to make the code part inside an if brank like if (health => 0 && ((self->client->NPC_class != PUT THE CLASS YOU CHOICE FOR THE RAKGHOUL, SHOULD BE FINE RANCOR OR WAMPA CLASS IF YOU GOT AN ANPC WITH CUSTOM GLA ANIMATION. NPC &&Q_stricmp("Rakghoul",self->NPC_type)) for make it G_PlayEffect( G_EffectIndex( "rakghoul/mutation" ), self->client->renderInfo.torsoPoint ); PUT REMOVAL BODY CODE PUT SPAWN RAKGHOUL NPC CODE. -
Giving an NPC unlimited health/invincibility in GTKRadiant?
Asgarath83 replied to Aldro Koon's topic in Modding Assistance
My pleasure -
Giving an NPC unlimited health/invincibility in GTKRadiant?
Asgarath83 replied to Aldro Koon's topic in Modding Assistance
mmm i am an idiot. Now that i think on radiant there is already an entity that you can use for it! Target_play_music. you can put 3 target play music into the map, and every button has a trigger multiple that trigger one of that. Not put music into worldspawn and put the buttons at the start of the map. in that's way, player can chooce the soundtrack before explore the map. No icarus needed. -
Giving an NPC unlimited health/invincibility in GTKRadiant?
Asgarath83 replied to Aldro Koon's topic in Modding Assistance
well, the dinamic music of a map is defined into dms.dat and make a dinamic music is very hard and require audacity. what you need to do, is simply to NOT put the music into the wordspawn. you can use a global looped in target_speaker for play a track, and a system of target_relay or triggers for shut down the other speakers when you use another speaker. example, if you use speaker A, you shut down B e C, if you use B, shut down A e C, Etc. Or... a more simple Way (because this is not exactly easily to script) using Icarus with a script used by the buttons that play the music. the script that run for each button get the SET_MUSIC command or PLAY_MUSIC, i not remember exactly byut there is into icarus set options. and you need just to seth the path of music file to play. -
Nice Job!!!! Really! I like how they alternate themselves into fight.
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Giving an NPC unlimited health/invincibility in GTKRadiant?
Asgarath83 replied to Aldro Koon's topic in Modding Assistance
SET_INVINCIBLE, true, with icarus scripting, executed as spawnscript of the droid is the better way. for the button, you can use entity called target_speaker triggered by buttons, with loopin value and a music file path in wav format. -
/$"runOnly"@7 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "true" ); set ( "SET_PLAYER_TEAM", "TEAM_ENEMY" ); set ( "SET_ENEMY_TEAM", "TEAM_PLAYER" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_LOCKED_ENEMY", "false" ); set ( "SET_ENEMY", "NULL" ); wait ( "3000" ); set ( "SET_SABERACTIVE", "false" ); dowait ( "go_start" ); set ( "SET_DYAW", "135" ); you have setting into the same time BS_CINEMATIC and BS_DEFAULT to the NPC. try to remove BS_CINEMATIC. i was mean however, to put the wait 25000 inside one of the affect student script, followed by a signal called "A" or something like this. and a and waitsignal called with the same name of A at the place of wait 25 000 . should work. - wait define a wait time in millisecond between two action. - signal and waitsignal ,... waitsignal stop all istruction after it, until is not called the signal with his own name. - do, wait and dowait are used with the task field. do: execture the task with the same name. wait: stop script until the task with this name is ended. dowait: execute a task, and stop script until the istruction on the task is completed.
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"EffectsEd" lost the path to shader files
Asgarath83 replied to Imperialist's topic in Modding Assistance
or if you haven't the shader files placed correctly into the .SHADER folder, or that is caused by some Shader file with some brank broken and not good closed. it happened also to me. -
You can ask this to @@eezstreet, but i really doubt it. for my personal experience, there are four way for run a script: 1: trigger 2: target scriptrunner 3: NPC entity personal script 4: by another script, with run command. depend of what kind of method you are using, the script can work or not work. remember the main thing: in case 1, the script affecting general entitty, you need to use affect field for affect specifical entity. 2: if you use run on activator, the script affecting who run the scripturnner. (player or NPC that activate it) 3: script directly affecting the NPC, so npc not need of affecting command for himself, you can give him the setting without affecting. 4: a script runned by another script can have strange dipendence, maybe depend but WHO run the script that run the script. LOL. in this case you need to see how work with tryes.
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Your wait issue is strangely, i suggest you to use multiple spawnscript for entities and sincronize that with signal and waitsignal. OR use the affect way. :\ yes, i know the sinchro scripting is the hardest part of icarus. i get some big headache for making custom cinematics, years ago, for this. >,<
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fleescript that change npc to the anoter npc
Asgarath83 replied to Langerd's topic in Modding Assistance
The fx_runner not follow the NPC? damn >.< i start to think that these think require some kind of code hacking. the unique thing i can tell you is of make something like on escape of yavin 4 final battl.e you remove the NPC with fleescript and spawn the B version in another point with an FX_runner that run into some time. Maybe you can use some kind of camera fade for hide the removing and a sound of a magic. i not know if there are other solutions. -
fleescript that change npc to the anoter npc
Asgarath83 replied to Langerd's topic in Modding Assistance
mmmm try this alternative method. 1: you need to put into the map an ENTITY for every version of a NPC. so if a NPC is "angela" and at half life it transform into "angelb" put into map angela and angelb entity. you need to give a different NPC_targetname to EVERY angels into a battle field. you need to place all B version of the enemy of the map inside an hidden closed squared room that player cannot reach in any way. this is like a repository of entities. every enemy A get a fleescript. every fleescript contain just two command._ use "evilangelb" use "transformefx" affect "transformefx" set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "EvilAngelA", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_ANGLES", $tag( "EvilangelA", ANGLES)$ ); wait 100 remove "evilangela" so, when a enemy run his fleescript, he remove itself, and spawn the overpower version of itself. why transfom effect? transform effect should be a particellar efx that you can create for hide the removing of OLD NPC and placing of the new. and fx_runner with the script_targetname key transformefx should be played with this script at the same origin and angles of Npc is disapperaing. so the magical cloud hide his disapperaring, that should be not much goot to see. Now we need to make a spawnscript for the evilangelB the spawnscript of evilangelB is runned when evilangelB is used. It contain these istruction: set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "EvilAngelA", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_ANGLES", $tag( "EvilangelA", ANGLES)$ ); So evilangelB will be placed into the same origin and angles of evilangelA. i hope it works. i never tried something like that, but i see there is in the Escape of yavin 4 mod the lost map, inside the final battle, that is possible to spawn an entity into a specifical location with an fx_runner that spawn itself. OTHERWISE if this not work, you can place into the area of fighting invisible not solid NPC with the version B of the angel nd when an angel is to fleescript, it remove itself and spawn the version 2 with a spectacular fx effect or a specific animation. (maybe you can set in invincible mod or undying the npc, and also in cinematic state, and he can use the BOTH_RAGE animation of level 1 rage and disapperaing into some clouding efx and so he teleport istantly heself into spawn location of enemy B, that spawn the B winged version with rockettrooper class.