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Everything posted by Asgarath83
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@@Cerez if you want to give a look to the code about that behavours, i see many things are setted into Q3_interface.CPP it define the function of icarus commands. these functions remind to other functions, deepest into the code. is much complicated. :\ Q3_interface.cpp case SET_NAVGOAL: if ( Q3_SetNavGoal( entID, (char *) data ) ) { Q3_TaskIDSet( ent, TID_MOVE_NAV, taskID ); return; //Don't call it back } break; If you get Openjk code (i suppose of yes because you did the facial animations) Search the Q3_SetNavGoal and Q3_TaskIDset function, for see how exactly they works.
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Add face/lips animation in a skin/model.
Asgarath83 replied to Thunderbird's topic in Coding and Scripts
If you are using the yoda model used for mod Escape from yavin 4 the lost maps... this not have anykind of facial animation. :\ for edit a model already rigged on blender you need blender 2.64 with the blender plug in suite. you should be able to import a glm model and also, preserving his rigging. so you can add facial rig and re exporting, i think. also 3d max can import a glm with the correct plug in, but for what i know you lose the rigging information and you need to importe the JKA skeleton, scaling model, align to skeleton and remake all rig stuff work >.< then export into XSI format and build the new glm with carcass. -
Help with a added arm that doesn't work well
Asgarath83 replied to dariokua's topic in Modding Assistance
like told the others! D: The arm is weighted to the bones of the other arm! -
Teleport player in front of another player (or other ent) ?
Asgarath83 replied to grant85's topic in Coding and Scripts
... I am thinking about a SP force power not, that allow to the jedi to teleport directly into the face of an opponent for surprise and slay him : -
[SP Mode] Adding more than 3 Lightsaberstyles to the HUD
Asgarath83 replied to Darth Nukem's topic in Modding Assistance
Yes. :\ -
I have max 5! . where i can get your dot Xsi max script importer ? root.XSI file of raven package number 3 + your impoter, understood
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Can i have a Shistavanen skin please?
Asgarath83 replied to Marcius's topic in Mod Requests & Suggestions
There is a werewolf model into the deeps of filefront but is really a model of low quality, so is not a good idea make a frankensteining between this and a jedi robed model. . shoulb be a better idea if someone make a new model of this race. -
Ok, thanks for answers.
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Yes, also the humanoid skeleton can be used for animate not-humanoid creatures. it allow also to make saber damage by the mouth or other parts, just need simply to move the bolt_l_hand and bolt_r_hand tag on the body part that i wanna it the jedi into the fight. times ago i animated with humanoid skeleton a not humanoid simil-crub monster. the humanoid skeleton works fine also for rig a creature without legs, like an hutt, or an humanoid worm, or a triton. but the rig of tall part is very difficult. XD is possible to use also for a little fish, if the model is rigged just to the pelvis bone is sufficient. what is hard to make with humanoid skeleton is to animate a creature that run on 4 legs, like a wolf or an horse. i tryed and legs have bad deformations. for this i was searching some not humanoid skeleton with more of 2 legs for rig some creature like lizard, beasts etc.
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a glm skeleton import should be nice. Thanks, how can i get it? for which version of 3d max it run? Yes, @@mrwonko, i know the XSi suite the non humanoid skeletons are stored into part 3 if i remember fine. but when i see that into there was only the shapes with animation... i am searching not for animation but for the models bones for make rigging of not-humanoid creatures.
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Hello to alls. i have a little question. How can i find the original not humanoid skeleton with bones (not shapes like the raven sdk animation package) for 3d max, used for models of rancor, tauntaun, wampa, howler, droids and other not humanoid creatures of JO \ JA? i wanna use to rig some monster models...
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Oh man, i get max 5. i understand your empasse. i learn to make a model playable to JKA with these tutorials. http://psyko3d.50webs.com/tuts.html in specific, you need to study this: http://psyko3d.50webs.com/tutorials/jk2_guide.htm and http://psyko3d.50webs.com/tutorials/skin_modifier.htm I learned with that, so you can do too. warning: a mesh CANNOT have more of 1000 vertexes. check it with edit->properties of a mesh selected. if you get a mesh with more of 1000 vertexes, detach into 2 mesh or more, or carcass will refuse to build the GLM. you need however an XSI exporter for 3d max and the SDK kit for JKA modding.
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@@eezstreet , thanks. today we post into the same time. i read your post only after the mine LOL
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Okay now i paste by my Legacy of Kain mod code. (i did because i need of incapacitate spell of blood omen, lol ) Otherwise... Saber color tutorial!! Enjoy! http://jkhub.org/tutorials/article/205-adding-a-new-saber-color/
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Well... thanks. if you want i show you the freeze code... but is not concerned with the thread. XD
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Why but i have not any coding knowledge by school or study and i am not an expert of C++ or a programmer. i simply searched into the code all the entries for the tusken rifle (the more easy weapon, also player can use it ) and so i see in which part of code a weapon is encoded, so i addded my custom weapon in these parts. obvious, i printed and studied the related code for understand what i was doing XD. but with force power.... i cannot create a new weapon or force power by zero. i can make new weapons or force power merging the functions of the pre-existing code... and going on try and error, some times. it's not a theoretical scientifical approach, but it's the only way i know for learn something. at the end i obtained also a working force stasys power, obtained merging the force telepathy with force grip. it got also visual particellar efx spawned by the chest of enemies for duration.
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I begin to have a serious suspect... emmm... the openJK actual version support the AI of walking NPC , if waypoints are not into the maps, but they're added throught ent modding? D: @@Cerez try to make the same script running in a simply one room testmap when you recreate the same waypoint, NPC \ player, cinematic and script condition. if at parity of condition, into a map-bsp file it works, should be a problem of interface about entmodding, openjk e coded nav system. D: mmm , the eez'script should work. try it before.
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If i understood on my ignorance how to add new weapons, force power and sabercolor without university, sure you can do better of me.
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it's C++ for single player, and C for multiplayer. the langague is the same of c++ and use parameter like int, float, define, etc. so i guess you with your experience you can work on the code without any trouble. it's not much complicated after a lot of pratique. i am not a programmer, and not a math man, but i learn a lot of thing just with a basic knowledge of the commands and the dedution.
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Done. it's not much difficult and as what i see, the ui_saber menu function call the g_saber function and g_saber function depedn by servercomand. consolle comand are, strangely, setted into NPC_stats.cpp LOl. However, tutorial submited yesterday. waiting for approvation. i hope also to get some good feedback.
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@@Antonis and @@godofcrap42 . tutorial about sabercolors incoming into the tutorials - code section.
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Okay boys, i see many people asking for this, so... give me some days. wednesday i am enough free to write a tutorial. is not much difficult however, you need to edit just few things into the code. Okay boys, i see many peoples asking for this in the last time. Wednesday i am enough free for write a little tutorial. you need just to edit some fields... i need to warning you about two things: 1: i know how to do only for Single player. 2: this should work also for NPC and for consolle command.
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it's for SP or MP ? i coded new saber color for SP for ECM mod recently.
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searching a Blender 264 addon for vertex count on a mesh
Asgarath83 replied to Asgarath83's topic in Modding Assistance
Oh understood Cerez. eh, at 1280x768 resolution the fonts are too smalls for my eyes. T_T . however at the end i find a solution: i found a plug in for blender 2.64 that assign for a mesh the custom properties of another mesh. so if i assign md3shader models/blabla/wall2 to a mesh as texture path for md3, i can simply select all mesh of the object with A, and after i select again the mesh with md3shader and i hit the assign custom properties button. that automatically give same md3shader parameter and same path texture to ALL mesh selected. that's is boosting up my works! i not need to type every damned time md3shader models blablablatexture path for every mesh. oi open a project blend, i open the model, i assign md3 shader on a mesh and i reply this to all mesh. after this, i need simply to change the name of the texture. that's is speeding up my job and in a few days i have exported dozens of model. for check the 1000 vertexes cap limit, i simply select a mesh , i go into edit mode, and i go to export windows for see the vertex count . if it signs more of 1000, i use shift+p for detaching the mesh in more parts. now it's perfect!!! thanks to you and and Ramikad for explanations