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Everything posted by Asgarath83
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tag_blade1, define orientation of saber and also origin of BladeEffect spawned by SAB file. be careful making the blade effect: set the count of particles ONLY to 1, 1. blade effecvt is spawned to each frame of game, so with 1, 1 count you get 60 primitive for second. PS: i mean this about Bladeffect: into effectEd, into the two count field, put for every primitive you use for efx the value 1 , and 1, into count value. you get so 60 sprites for second when saber is turned on. a higher value can create trouble: 1 - massive blade efx can be nasty and burn the eye of player. that's is vaid also for the effect of the fx_runner entities. for hitpersoneffect, blockeffect and hitothereffect, they are spawned only when they hit an enemy, a func_brekable, a wall, or when a swing is parried, so the count of the sprites can be highter... but i warning you however to avoid value > of 10. 2 - too maxive effect can give you error like SHADER_MAX_INDEXES hit. also, the engine masks the maxive efx particles when they are too hight and they are not fine showed ingame.
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Adding a model to an already made map - is it possible?
Asgarath83 replied to josiegallows's topic in Modding Assistance
Convert external data in map file is pretty difficult. you need to use an old version of blender, 2.48 if i remember fine, and the map expoerter. map structure can be huge, complex and with much deformation. :\ is a way that not ever works. in every case, after, you need to retexture manually in gtk radiant all skyscrapers faces. Also, you obtain a sctrutural map and time of building this are veeery long. and you need to decompile a map and to merege skyscrapes into the map you wanna edit. but in bsp decompilation you lost all light information and all texture uvmapping. -
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- 10 comments
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Oh Yes, Mount&Blade is perfect! Tons of prefabs and a very simple geometry! Thanks zefilus!
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And @@Langerd oh, i not knew this. thanks. yes is low poly and ambientation should be fine. zefilus, i know this medieval pack and i am again using it, but thanks Okay, i will make search about this game. thanks to you and langerd Skyrim has wonderful model but i prefear not use for legal issue, and also, they are HD models. o.o splitting vertex for avoid the 1000 caps should be a massacre, also i think that maps get a large amount of crashes and "inotwantbuildingthesethings" message error. XD. so i will watch for that. thanks. i hope to find something...
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Yes, there is also blendswap, but problem is that many models are High poly. and i need low poly staff. >:< also radiant use simply low poly brush and no one structural or complex, so i cannot use geometry of big complex games. (also, that is not legaly.) i need material, but i not want to stolen nothing. what is Mount? o.o
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Hello to all, i have to ask a little question: where i can find on the web the more large amount of prefabs or MD3 objects about medieval \ gothic era for using for my mod? (my mod is mainly for personal use.) i really not know how can i recreate a so vaste world as nosgoth all alone, so i am ever searching materials: objects, decorations, building like towers, cathedrals, etc. thanks for every answer.
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"Dash Rendar Resurgence" French patch
Asgarath83 commented on lang_french's file in Configuration Files
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for skins the command is CustomSkin Example Playermodel Alora CustomSkin blue -> The model is textured with the file models/players/alora/model_blue.skin if you put as value "yellow" the engine will search for model/players/alora/model_yellow.skin . CustomSkin work only if you have alreat a model_"SKINNAME" setted *.SKIN file into the model folder. make a skin file and a npc file is the abc of modding. you need simply to open NPC and SKIN files with notepad. npc need also a saber. also saber can be programmed with SAB files, you found npc files into ext_data/npcs and sab files into ext_data/sabers. edit the data files is a good point for start the modding. i learned the basic of modding editing data files. after, i edited model texture with graphic programs. after, i learn how to edit to sounds and music. after, i learn the basic knowledge of mapping, shadering and scripting after, i learn how to rig a model into 3d max. md3 i learn recently. coding is my last learning. and agains is full of mysteries. really, NPCs is the door of the modding.
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Good luck, i done what i could.
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well well... model tested on 3d max: alls fine, i see exactly what i watched into the old version that @ send me on PM. my analysis about the model, so, is the same. the l_arm_cap_torso is wrong linked. and arms and hands meshes are got an "e" at the end of the names. what you mean for base saber? i understood that i need to try these on game well... i cannot test into original jasp as i told. but i teel this: you have send me a pk3 without the sab file into ext_data and also the saber model is missing. the crash on my engine what caused because i edited my code for my mod, and as a collateral effect, if a npc have a sab of a missing saber file, the game crash to me. XD but this is a MY crash, Lol. because the pk3 file was incomplete. when i merged the sab file and the weapons models of kylo ren Npc and playermodel works fine. i use playermodel starstrider, and i edited the npc file for adding as saber2 the rotated backhand saber. so i player the character with 2 saber together. and i make a fight against it self because after i make npc spawn starstrider and i put also playerteam team_enemy, so i turn into enemy team and npc starstrider have attacked player starstrider, because he take player (me XD ) as an enemy. the fight was fine and my game was not crashed, but i use openJk, so i suppose is for this. i have also tried starstrider with a default saber (single_1) and is fine. not crash. so really, except the high poly saber structure and the hierarchy error of the bolt_l_arm tag, and the names of arms and meshes, it's all fine. ._. so if aren't the tags and the mesh to crash the model, i really not know why it crashes in base jasp and jamp game. as i told, i not have more the jasp and jamp base exe because i am using openjk and i edited the code, so my jagamex86.dll not match the base jagamex86.dll . and i have not more the old jasp and jamp exe. for test this model and watch the crash i need to reinstall the game. >.< and i not want to do this sorry. however, what i told is : 1 fixing the tags and 2: reduce number of vertexes of the saber. i have no other idea for fix this error. :\
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Okay i check also this now. you're right dude, NPC crash and player model too, when they use theirs saber. now i re-check the GLMs. :\ and their crash on my code edited Openjk too, and also inside my mod. D: really need to be fixed. now i see.
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mmmm i check the model. is a low poly model. there aren't ghost vertexes and the model have a very low number of poly and vertexes, so the jedi starstrider model is fine. i have nothing to tell about his polygonal structure. also, in game the model works very fine, also with sabers, force protecrt and absorb level 3 enabled, into a fight against itself and an hylden of my mod (my mod is about legacy of kain, congratulation to starstrider for killing an hylden D: nasty foes.) However i have a thing to do related this model: ithe model have an error. the tag bolt_l_arm_cap_torso is parented to torso. this is wrong. should be parented to l_arm. also, all arms and hand mesh instead of have the name l_arm, r_hand, r_hand, l_hand, and caps too, they are called. l_arme, r_arme, r_hande, l_hande, r_arme_cap_r_hand_off it's a strange naming for those meshes. so what i've suggest... i am not sure that the wrong tag hierarchy or the strange name of arms \ hands \ arm cap meshes is the cause of the crash, but i can suspect it. on OpenJK is all find. i haven't the old jasp.exe because i edited the code for my mod. and for check the model without openjk i need to re-install JKA >.< . what can i suggest is: - fix the hierarchy. bolt_l_arm_cap_torso need to be lined to l_arm, not to the torso. a wrong tag linked can make the model little unstable on the default JKA. but i am not sure. the meshes of arms and hand need to be renamed. there are not called l_arm_0 or something like that, but "l_arme" i am not sure the engine like much the main meshes with this names. head, torso, l_arm, r_arm, hips, r_leg, l_leg, r_hand, l_hand need to have the correct name. sometime a bad naming or a bad hierarchy can create troubles with models. so what i suggest about fix this model. 1 - fix the name of the arms and hands meshes. 2 - correct hierarchy: linking the bolt_l_arm_cap_torso cap to the l_arm mesh , not to the torso. 3 - the sabers are heavy about number of vertexes. if is possible reduce the LOD of sabers. but i not know how to do that. i am not a an expert modeler. this is my analysis. i hope i give some help. the think that really i dislike is the bad hierarchied arm tag. :\ i not know if on the default engine can have some kind of bad effect, but is not much correct.
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Sorry , i havn't see the notification XD now i watch stay tuned.
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Can i have a look to the model? send me the model.GLM. of starstrider
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So, a saber with more of 1000 vertexes, also if splitted in more meshes, is a very bad idea?
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I have openjk, so i cannot test for you in game. the model into 3d max is very fine. vertex count of every single mesh is less of the cap of 1000 vertexes. there are not ghost vertexes and also after i cleaned up the meshes the vertexes number is egual. they are High poly saber blades, but i have also a lot of HD sabers on my mod, also with a thousand of total vertexes, splitted in many minor meshes, and they works fine. i desire to check the starstrider jedi model if is possible. there is nothing wrongs with that sabers, so is really strange they crashes. i have also checked the shader file and is fine, there is no one strange parameters. o.o also true, that for JKA default engine without Openjk, this saber model his really heavy for the graphics limits. so if starstride model is an high poly surfaces model too, i have not surprise if you get this error. i got this error also with a my model. no highpoly, and her knives works fine, but model + knifes make the error. i wanna to check the sctructure of jedi model, if you can give me the link. ROTFL i forgive... @ @@dark_apprentice evocation spell casted. Summoning!
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Okay downloaded. i will check between some hours. now i cannot. if i not find nothing, i can really think the problem aren't the sabers, but the jedi model. D: well, blades are easy to fix and not need rigging. i will check...
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Okay, i give a look tonight. send the file on MP. But i not rerig the model. i see where is the error and i fix it. so you can solve too.
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Yes. i use the version 5 of max and GLM importer is fine, but model lost the rigs and the skeleton. :\ i not know if the more recent glm importer allows to import also skeleton and rig. o.o
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is caused when a mesh have some thousand of duplicated \ ghost vertexes unconnect to the rest of the mesh. 3d max has a remove isolated vertex tool that fix this problem clean up the meshes of the models. trouble is: if you import model into 3d max, you lost the rig.
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Yes, i now the nightingale. i am playing skyrim in the last years. very nice. mmmm i think the fastest way is to reskin the Revan armour.
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Well, this is nothing: some month ago i was using the clipping cutting tool for cut some brushes of my map and i select a face of the skybox for error because i used the touch selection tool. So i have also cutted the skybox. and also deleted a piece of skybox. XD and when i start build... After an entire morning of work... ERROR ERROR ERROR ERROR ERROR MAP LEAKED MAP LEAKED MAP LEAKED! XDD lol a leak big as a cathedral. XD fixed