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Asgarath83

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Everything posted by Asgarath83

  1. Wonderful!!! it import as bones also skeletons beast? becase my old 3d max 5 import glm plug in import the bone beasts as shapes :S i suppose this not work for the oldest 3d max 5 D:
  2. Is not an ask of help about some error of code or script, but is just a request for the coders. @@eezstreet @@ent @@ensiform @@Stoiss @@Serenity937 @ @@Scooper Can please someone write a tutorial for teach peoples how to add step by step New Weapons and Force Powers into Single Player code of jedi academy, also with player, first person camera and NPC support (that include that with the new edited code is possible to make NPC file when NPC get something like "weapon WP_BAZOOKA" or "FP_STASIS 2 " into the Npc code that work into game D:. ) a tutorial is about teaching, not copy and pasting, so i ask for something like the eezstreet tutorial about MP weapons and force powers? Is very frustrating the limitation of Weapons and powers of SP game. : \
  3. Yes i agree. Some time games works differently in relation to the code instruction. for example. i discover that if i give a new MOD on WP_BRYAR_PISTOIL and i set custom class damage like DEMP2 weapons, this affected also damage of sabers too! if i setted that damage for class DESANN *=0 also Desann become immune to lightsaber and to ALL weapons!!! D: these affected also CLASS_TAVION... Mysteries of programming. sometime code is strange. changing code give ever some "collapteral effect" to gameplay.
  4. You got a large repository of filefront?
  5. Erh, not without coding. you can check the force heal \ rage code about engine displaying the rage \ healing effects. but you need really to create a New npc class that got this characteristic. i not know how do it on code. i am sorry.
  6. @@Captain Leeroy if you use Comodo antivirus, i need to warning you that Comodo can create a big troubles about accessing programs. >.<
  7. Power Ranger C3PO D: Funny!!! if they combat with lightsabers and force jump acrobacy should be hilarous! really! i want a sith \ jedi 3BO
  8. Don't worry @@Cerez , end your model before. When you release i will play it
  9. How you show the file preview? you see the icon of pakscape with TT symbol and green box, or you look as "unknown" format? if is a problem like that of the format of file, you can go to folders option and hallow the "show file estension" option of your OS, and you can rename as assest1.zip or assest1.pk3 the file. after you turn off the "file extension option. and this should fix. if this not fix your file is corrupted. i can host my assest1... but i need to split with 7zip in more pieces for upload >.< at moment i have not dropbox. and the site i use of free uploads get a 300 megabyte of limits size file.
  10. Well... i am finishing to rebuild and retexturing a map that i need to use for make the second of the cathedrals of my mod. so... yes, it's for the decorations... is not massively urgency, but i will need soon. o.o take your time. if you late 2 weeks i not bite you
  11. Great. :S sorry now i cannot manage that. And i do something like that on past on 3d studio max... was... Horrible... and how many models of cars need to be converted for JKA? there is also the trouble of 1000 vertexes compatibility and blender not show how many vertex have a mesh. >.< that shoul be really a crazy and nut work and need to use 3d max also for check the vertex numbers of every detached mesh. : \ and so also a 3ds export \ import by max to blender. ufff... i done something in past with a map ripped by a game... was so painful that i left the work. XD
  12. Oh, understanding. so there is only a UV layout,and multiple materials... greats >.< so P -> separate by material not work good.
  13. sigh, simply import models into blender 2.64 and put on custom properties of every mesh the parm "md3shader" and the value of the relative path of the texture "models/map_objects/ *FOLDERMODELS / *TEXTURENAME " and then export to MD3 with mr wonko plug in.
  14. Really there is not any mode of backupize all files stocked into filefront for avoid all this immane works be lost?
  15. have you tried to scale the model for making more small and close to origin scene? in game you can use "modelscale" set of misc_model and misc_model_static for get it the real dimension back.
  16. Blender 2.64 + detach in mesh with left of 1000 vertexes + MD3 mr wonko plug in export.
  17. Thanks, Cerez! I am waiting : 3
  18. Should be really appreciated @@eezstreet. thanks : 3 with player and npcs supports please. i am very limitated with the defaults player weapons >.< i need to add some others. :\
  19. Yes, you right.
  20. ah yes, with devmap command if there is an info_player_start entity, a map can run also into single player, also if is for multiplayer. @@Stoiss the main problem about the Eezstreet tutorial is that is for MP code and into SP code there is not a file called weaponinit.c and some things about weapons specific are setted into different place of code, and different files, for this i ask by a year a version of tutorial add weapon \ Force Power related to SP. also, into SP there is the problem that need also to hallow Npcs behavour (how npcs use the weapons? and need also a command about NPC files for "weapons WP_NEW" or something like that for adding npc that use that weapons. also need a edit of icarus scripting related the using of the new weapons. :\ so, add a weapon into SP is very more complex that add into MP. same regards force power, because that regards not only player, but Npcs, too and their AI.
  21. You will share the code of weapons? D: i never really understood how to create new coded weapons slot on SP, with custom MOD, effect and sounds. Also if SP has 28 slot already done, so i can add only four slot because the max weapon limit is 32. ._. because is a code moded, is necessary to get visual studio c++ redistruitable installed on pc for play it?
  22. 22 New playable weapons???? D: Really someone can answer How is possible to do something like that on SP? >.< a tutorial like the MP tutorial weapon of eezstreet should be really appreciated. nice mod and wonderful graphic! keep this boys
  23. Thanks for explanation Didz! i fix this soon! mmm for my map there is a lake and a cave region... i think i will place simply 2 weather zone entities with insides brushes: 1 below the water level of lake, for avoid that rain fall also inside water; the other inside the cave.with ruins.
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