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Asgarath83

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Everything posted by Asgarath83

  1. Edit force grip code into wp_saber.cpp of openjk code. there is a RGB shader parameter to edit. I know because for my legacy of kain mod i make the grip to green color changing rgb value. if you set with the same rgb code of push and pull you can make like thats. :3 you need microsoft visual studio 2010 or upper. and windows net framework.
  2. Ehi man... @@itachisen for what i see i you make a bad weight of hips part of the maul model... mmmm, you need to rig in that mode the hips: pelvis: only vertexes near the pelvis. lower_lumbar: upper part cover by bone of hips, and the belt of character lfemury \ rfemury : that0s nasty weight. you need to rig to 0.5 to pelvis and the lfemur OR rfemur the vertexes beteween the two bones, at medium distance. the 0.5 area of rig between pelvis and lfemurYZ run long the inner edges of the left thigs of the models. and the pelvis. same for the right thigs with rfemuryz. for the legs: be careful with knees. you need to rig to 0.5 the knees between the ltibia and lfemurX for left leg and rtibia and rfemurX right leg, for the articulation of knees. this 50\50 rig must be into the section of the junction between tibia and femur, long the knee articulation of character. for lfemurX \ lfemurYZ: rig to 50-50 in the middle part of the leg the vertexes betweens the two bones. i make rig with this procedure aand i got only few weight distorsion. good luck! Watch the vertex and geometrical grid of the hips and leg structure... image this like a succession of "rings" of vertex, like a caterpillar. the method 1 -1 - 50\50- 1 -1 of weight is the more used. you need to use 50\50 on the vertexes betweeen two bones and the fukll 1 rig value for vertexes when is drawed only a bone.
  3. I think i fixed temporany converting the Mind dome into misc_model_static, as misc_model, it draw in the map THIUSANDS of vertexes... :\ good night.
  4. Many thanks for all suggest @@Ramikad. i will turn the building into misc_model_static. that's should be work. if not work, i make squared the patches of central dome... yes, i use cylinder for the columns, but i removed the large patch of the vault because the player NEVER can climb so up... so i place simply a clip brush as ceiling at the level of the windows 3 days ago.
  5. Uff i continue to display this damn error... i think i need to convert into misc_model_static all not interactive entities. >.<
  6. it's possible to use the _clipmodel shader key on misc_model instead of build a physic solid clip? how can i use it @@Langerd ? @@mrwonko Another little question: some of models are interactive objects with script... it's better to convert the physics clips into a func_usable or use a trigger_multiple outside the clipper? D:
  7. The Fog version of map have a bug on skybox :\ for the rest it's Epic! i try all version and i love it!!! specially the night version :3
  8. yes many of my object got complex forms so i make a clipper little.... complexity.... maybe i need to limitat to make a simple squares bounding box, like the Npcs... :\ spawnflag 2 on misc_model? what it do @@mrwonko ?
  9. Oh... i fixed, i need just to remove some misc_,model entities... really i am near the limitation of geometry of radiant... :\ i hope i can clip all models :\
  10. today at the end of my building Meta i got this error >.< what's happened??? D:
  11. All my project is insane. me too! Ehrrrr, no, it's windows XP SP3, i like the classical skin of windows 98. More relaxing for my sight. i have five degress of myopia, so i need delicates monitor colors.
  12. Clipper forever!! http://wrzucaj.net/image/dkP
  13. many thanks guys
  14. I have a question about a function of GTK radiant that i not know how to make. I want to make the physic clip for the roof of the central dome of my cathedral, but with radiant i can make only cylinder with external faces and emispheres patch meshes, but they are external faces, so i can clip only the outside part of the roof. but i have also some windows circular walls, and an inner dome. my question is: how can i copy and flip the faces of cylinder for clip the inside section of my dome? o how can i make an hollow cylinder or patch? example is : how make the structure of a Pipe, with the player can walk inside it? the solution is in something like that. thanks for any assistance.
  15. eehmmmm, how many custom NPC you add? JKA can spawn only a restricted number of NPC ...
  16. The npc file is Okay. The jedi class AI about enemy chasing is littel weird... can you explain what you mean exactly with "stop"? the npc is freeze out? or they simply point at enemy distance but they not chase and engage the enemy? if you got this issue, put the aggression and move value to 5, also rank can affect the NPC behavour against enemies. more is the rank, more aggressive they are. also, can be a map problems. if there is not a good waypoint connected net to guide the NPC into they runs and battle, they can stops without many sense... :|
  17. D: Many thanks for you bigful work man.
  18. OH WOOOOWWW! i test immediatly! I love ancients style fantasy maps
  19. I have beta tested the blade. it's really cool. Download it! ^^
  20. I think of not... really i not know why the glow effect not work into your saber mmm in this stage { map models/weapons2/sapphire_blade/sword_glow blendFunc GL_ONE GL_ONE glow rgbGen identity } try tcgen enviroment instead of rgbgen identity. O.o just for see what happen
  21. I have not much competences but... a little think: you put two times the spinsound value into the sab files. is not a big error, and it's not the reason of missing glowing. just for notice. mmmm try to setted glow also in the first stage of shader and try some other values and combinations of GL_ONE \ GL_ZERO etc.
  22. This is a little discover i make these days making the shaders of my cathedral. the building is a collage of a large ampunt of misc_model parts into MD3 format. After i studyied the Q3 shaers manuals, i discover this: if you make a shader using the $lightmap rgbgen identity parm and you apply the lightning specular parms on your md3 models, you can have a issue into the compiled map when the misc_models are black. that's is already knew by many people. so after the map is read many men convert misc_model into misc_model_static, the misc_model_static entity avoid the black issue. i discover how make a nice shader on MD3 model using the misc_model entity, (not marks on solid, or map building time are increased because they are stored as structural! make a physic clippers around md3 instead!) however, this is the way for the problem: - if you make a glm model. use lightingdiffuse and lightingspecular commands for make his shader, tha'ts is fine for weapons and characters. - if you make a brush, use as shader this on the texture: textures/cda/lastricato6b { qer_editorimage textures/cda/lastricato6b q3map_material tiles q3map_onlyvertexlighting surfaceparm nonopaque { map $lightmap rgbGen identity } { map textures/cda/lastricato6b blendFunc GL_ONE GL_ZERO detail rgbGen identity } { map textures/cda/lastricato6b blendFunc GL_DST_COLOR GL_ZERO detail rgbGen identity } } you can combine GL_ONE, GL_ZERO and GL_DST_COLOR into the enter blendfunc and GL_ONE, GL_ZERO, GL_SRC_COLOR into the second blendfunc paramter for make the texture more bright, dark, or opaque. on an MD3 i have applied the same textures, also with a different path into the md3 folders. you can get an exceptional shaders of MD3 files using this variant: models/map_objects/cda/lastricato6b { qer_editorimage models/map_objects/cda/lastricato6b q3map_material tiles q3map_onlyvertexlighting surfaceparm nonopaque { map $whiteimage rgbGen vertex } { map models/map_objects/cda/lastricato6b blendFunc GL_ONE GL_ONE detail rgbGen vertex } { map models/map_objects/cda/lastricato6b blendFunc GL_ONE GL_SRC_COLOR detail rgbGen vertex } } simply use rgbgen vertex instead of identity and whiteimage instead of lightmap, and you can use also misc_model entity into the map. into the game, the misc_model entities of the BSP are not black and darker but they are full of ambiental light. rgbgen identity is for brush, vertex for MD3 lightmap is for brush, whiteimage for MD3
  23. @@Spirit there is a big difference about force power MP code and force power SP code for what i see when i working on my efx force powers (i not added new powers, i changed effects and sound of every force power at second of the CLASS that using the force power. so CLASS_BARTENDER cast an ice storm as force lighting, for example, and CLASS_REELO, a spiderweb nets. etc etc i noticed the best difference is : the code part of w_force.c of MP code in SP is stored on WP_Saber.cpp into the saber code, you can found also the force powers code. i not know the other difference. however on WP_saber.cpp you can found the code of working of - Grip - Lightning - Drain - Rage - Heal - Mindtrick - Jump (but i not checked so i am not sure) - SABER DEFENSE \ OFFENSE \ THROW \ SABER MECHANIC COMBAT here there are also the working part of the code about protect and absorb and sight instead for the visual effects of shaders color of force Sight, Protect and Absorb, and also for the visual efx of force lightning and drain, you can found the informations sorted on CG_players.cpp Cg_players.cpp
  24. @@itachisen hello! i see you again eh? XD really i see you make progress with ypur model skilling. nice job! pity i not know what do the SHADER_MAX_INDEXES stupid error. i have the same problem with one of my models if i add the .SHADER file to it, without shader, it working good. for our luckies, @@Xycaleth know the answer. thanks! i can fix my trouble editing shader file for reduce calculation of shader index. with your model is more complicated. i think youi need to use on the hips mesh the "remove isolated vertex" tool of 3d max and reweight the hips and rebuild the model with carcass. i got sometime this trouble because i get some model with some ghost vertex isolated by the mesh, duplicated six thousand of time... XD.
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