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Everything posted by Asgarath83
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Good luck! watch a New Hope and study the Death Star architecture.
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with two nices CW anakin and obi wan model and a good mapping work can be a begin for some clone wars SP mod adventures when player can play the tree different characters. @@Cerez
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It's really nice. the imperial spirit is into your map. keep the work man! i agree about prefab idea and also with @@Langerd review of JKO atmospheres. but i suspecte that in Kejim... was the first map of JKO . i think that mappers of ravens will again taking confidence with GTK Radiant programs Yes, the dreadnought of byss was cutie, but i breah more the darkest imperial air into the cairn and the doomgiver levels. i loved the part when kyle need to pass avoiding imperial detecting him and giving alarms. is really a gameplay like metal gear solid XD. "i am Kyle "Snake" Katarn, at your service!"
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Well, the fastest way to do that without a coding hacking or a long model work + coding support i think is to edit the mode_default. .SKIN file of the model. you can change the path of the textures of the caps, and init your custom textures path name. the next step is to edit the caps textured and making the cutted bone and the bleeding flesh into the caps texture.
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Many thanks
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Wait D: 1 : i not know, but many. take the poly count to low \ medium value. 2 : mmm i appreciated if gargoyle is stand on kneels with as flat the bottom of the feets. the arms upon the legs, touching the ground, the face with frown expression and eyes that watching the observer. mmm for facial expression... can gargoyles roar instead of make an evil smile? i think the statue need to incute fear. also, a roaring gargoyle can hallow a target_weapon_shooter in front of mouth and so some statue can shooting the players.
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A coding tutorial - what would be wanted?
Asgarath83 replied to eezstreet's topic in Coding and Scripts
i agree. should be nice a tutorial with a deep explanation of the syntaxis of JKA code. functions, declarations, voids, if, else if, etc. and how working the calling and the interaction between code files. in other words, the method for build all the complex infrastructure required to works to a new code instruction, the interaction between functions etc etc. the more difficult thing to understand of the code are two point. i wanna compare the programming code of JKA to a Genetical Code. (i am more good in biology that in programming) and so the princiapal issue of understanding are... - how is done a "gene" and work a "gene" of the code (a function) - how the genes (functiones) of the cromosomes (files) dialogue each others. -
Oh thanks Wonko!
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Saber/Sword weapon request thread
Asgarath83 replied to Rooxon's topic in Mod Requests & Suggestions
Oh.... i am sorry for that. Not worry man, i understand. take your time. : 3 -
i have a little question about surface texture ispector of gtk radiant. there is some function for flipping or mirroring a texture? or is really necessary to have 2 different mirrored textured? (example: the two texture of the two sides of a big double wood gate)
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remember: set the count of primitives spawn of effect to 1 1 not more. why i teel you? why for personal experience, the bladeeffect is different by blockeffect and hitotherefx. bladeeffect will be spawn Every.Single.Frame of game. so if you set 1 1 to the particles you get however an amount of thirty or sixty particles for second. (30-60 frames for second of speed running of the game) so, be careful about count value of the particles, or you can make a very heavy effect that can burn the eyes of players, and also slowing the map for the massive primitive displaying. keep ever light the count value when you make an effect. i suggest you for blockeffect and hitothereffect to not make more of 10 primitives max spawning . blockeffect and hitothereffect are played only in locks of saber on when saber hit the walls (if the bounceonwalls 1 is enabled on SAB file), and they are triggered only in 1 frame. for hitpersoneffect, i warning you to not make a massive particles count efx because is triggered every frame that the blade hit the flesh of enemies. so be careful about bladeeffect and hitpersoneffect Load of Primitives. @@Clan FJA Ehi Keyten, i know this tecnique because i use also in my mod, but how is possible to tag the saber position to a specific tag bone only for a specific NPC instead of default bolt_ l_hand \ bolt_r_hand tags without moving these tags into the Model project on blender \ 3dmax ? D:
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How... you... do... it.... o.o Master mapping 2015 D: ah, i was reading for the gong @@Langerd. here the solution for target_speaker. you can convert the gong into a func breakable, invincible setting. with no chuncks emitted by hitting. there is a spawnflag set for func_breakable that tell "hitting not break, just firre the target" or something like that. try this spawnflag. or the invincible spawnflag with the no chunks option. this invicilbe func_breakable can shoot the target_speaker when is blasterd or hitted. you need to put a lot of wait amount for avoid that sound be played too much time into the same time.
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is there some wayto import the skeletons of the models with not humanoid skeleton into blender or 3dmax? D:
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Oh man, too late i watched the thread. wonko has beated me XD. if you want version 1 and version 2 of the pack you can download also my uploading. <LINK REMOVED> i have a large amount of material, thanks to @@Syko repository.
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LOL that require that force push give knockback if is range action hit a wall or ground D: is a coding work!
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Saber/Sword weapon request thread
Asgarath83 replied to Rooxon's topic in Mod Requests & Suggestions
Hello @@Rooxon i have a little request about an italian clan RPG. is for a my friend. i am not a good modeler, so... can i ask you a model for JKA about this weapon? http://fc05.deviantart.net/fs70/i/2014/246/8/0/void_by_skulker87-d7xu0jy.png is a lava - demonic axe with glowing effect i have already the GLM of the character but i miss his custom weapon. : \ -
the comand to set into UI menu is: playermodel "namenpc" if you put playermodel ahsoka, you load ahsoka.npc, playermodel alora, alora.npc, etc. XD but about scale attribution... i fear the unique mode is an intro script of the level when you set affect player SET_SCALE, value. with icarus. example by my mod:
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the models foot are too hight respect to the 0 axys of the grid D: move down until they touch the black horizontal line.
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No jets! secret antigravitational repulsive device!
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mo model root and stupidtriangle_off need to be ever to the origin 0 0 0 of blender \ max project.
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Not know for bot, for player SP, if you use "playermodel Ahsoka "and the ahsoka.npc is scaled with "scale 90" or any other value (100 is default) , also player is scaled. that's is using consolle command with chetting. but i suppose this can be setted also by editing the menu when you load the character and the first map about character compilation. in this case, if is a playermodel setting on UI files, should memorize the setting for all games, include saves. the problem is set the ingamecharacterselect menu for setting this "playermodel \ scaling" change only if you select ahsoka as playable race.
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Can be a model_root origin problem. D: too height. but also a floating r2d2 is cutie :3
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Make an Npc only use one Saber Style!
Asgarath83 replied to GamingPrince83's topic in Coding and Scripts
Dual: 6 Staff: 7 Mmm so they are Npc hardcoded... and some rank also are locked on specified saberstyle... so the better mode is to add a new NPC entry that recycle that Npcs. good to know, eez. -
Amazingstone D: