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Everything posted by Asgarath83
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Sorry for mistake.
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Pity JA++ developer and also the dark force MP mod not release his code with a signing of all edit maked.
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Any time
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I have crazy idea with fan from Phantom Menace ...
Asgarath83 replied to Langerd's topic in Modding Assistance
Nice! Happy Wheels Arrives on JKA! XDDDD nice works! really! AHAHAHAHA -
1: yes, off course, for all humanoid models that use default JKA skeleton saber works. not works for droids models or howler . 2: Sound.CFG file in every model folder told the voice for the playermodel example: desann sound.cfg contain: Desann and below "m" m is male, f is female. if you look alora and tavion sound cfg you found alora string in second line "f" changing M and F line you can change the male \ female voice... XD that shoudl be funny however i think you need to put something like jaden_male m and jaden_female f in sound.cfg of every Models. please make some male character that taslk fiwh femal voice and viceversa
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so on JA+ have changed the character selection code? O.o aw, damn. EY4 mod can work with normal JK and OpenJK. :| but what they change the code of character menu?
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You need 3 steeps: 1: put in all folder of all JKA models a playerchoice.txt file and 2: create icon_head_a1, icon_torso_a1 e icon_lower_a1 files inside the same folder for each models. simply copy icon_default.jpg and rename it! edit the first line of string/english/Menu.STR copy and adding 1 string for every model for select it on the start REFERENCE DESANN <- Name of Model folder NOTES "For character menu" LANG_ENGLISH "Desann" <- in character seletion menu when you select the model of desann you can see this text line copy and past that and change Desann in each copied line to the name of the model. and so you can have alls models playable on SP. But someone are not able to use lightsaber (example, hazardtrooper)
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LOL i am not again builded the physic. because first i wanna end the texturing on MD3VIEW, Radiant e JKA. (also because if not i see only a black model on radiant and build the physic is terrific D: ) I am making another custom properties md3shader "models/map_objects/cda/NAMEOFTEXTURES blablabla and exportin the md3shaded MD3. if not , radiant, md3view and jka cannot read the textures >_> mrwonko has teach me this tecnique for my md3model for resolve the problem of missing texture paths . because my cathedral have a LARGE Amount of mesh, i need a lot of time. when i end i will build the physic structure. today i ended the fifth dome of my cathedral with 2 tower. the dome is connected af the two tower by 2 tunnel, one tower have a room with a magic crystal, the other got a rope with a bell and a sonic enchantment. Energy Dome is necessary for imbue reaver of reapers with elemental power of air, fire, water, earth, dark and light and so have 6 "magic brazier" for imbue the blade with elementl ^^ i get a problem with a mesh that inside was invisibile. but i solved with SHIFT+D i make 2 meshes in same postion and i flipped normal of the new mesh and that solve the problems, so now the towers wall inside are closed i left the central dome to texturize and 2 domes, the Time Dome and the States Dome. I need a lot of day for end because md3shadering custom properties is really a boring, long a mechanical work :\ and is not possible to copy \ paste on blender the relative path input.
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Ex Jedi Temple, In Time For Christmas? Lets hope!
Asgarath83 replied to Oobah's topic in WIPs, Teasers & Releases
Oh... NOW i see the video and i have recognized this map... O.O i have the OLD version with korriban textures statues and only fthe front face of temple without the inside rooms. Nice Job, @@Oobah -
Download the escape from yavin 4 the lost map Mod. this mod have a large and expensive character menu: there is a character creaton menu, but also a section about story and characters of the mod that show every model of every character of the game. Studying UI of EY4 for me was really precious for making UI menu of my mod. i suggest you to study the structures of menu of EY4 mod about characters 3d show
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Why won't saber throw be disabled so I can kick?
Asgarath83 replied to Dusty's topic in Coding and Scripts
So you want to switch to 1 \ 0 on \ off the throwable command? for disable \ enable the kick \ throwing? -
Pity i need to make accessible alls dome every one have a finality :S thanks for suggest, patch cone and cylinder for the roof with physic clip. thanks! that's make the work more easy.
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Misc_weapon_shooter SP Idead but dont know how to do...
Asgarath83 replied to Langerd's topic in Modding Assistance
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Misc_weapon_shooter SP Idead but dont know how to do...
Asgarath83 replied to Langerd's topic in Modding Assistance
make a spawnscript with their with Icarus with this flags: SET_INVISIBILE True. SET_SOLID : false SET_WEAPON weapon_rocket_launcher SET_ALT_FIRE , true SET_TARGET "player" SET_INVINCIBILE: True (so player cannot accidently kill XD ) SET_IGNOREPAINS: true (if player hit this NPC - but is not possible, because thei are not solid so cannot behitted by weapons) they not play the pain sounds. this protect also by force_drain lightning attack. there is also a command, like SET_NO_MINDTRICK or something like that, that make immune the NPC to minditrick ^^ For Avoid the effect of Force Grip on the invisible ghost, instead, you need to set the NPC as a Droid Class. You can set with CLASS_ASSASSIN_DROID. i know for experience they can use the rocket with no troubles and cannot be gripped. buil the IBI file. Done. When NPC invisible will spawn, the player will be shooted by their seekers -
The metod work @@Langerd i placed all the misc_model not solid except for central dome that contain pillars. load map time is little long, but it work, the other towers and lateral domes are not solid, after i will end the md3shader texturing, i will place the physic clip inside the geometry of one tower and i will duplicate eight times and rotate shoud be sufficient. ^^ 2 laterla dome are different in the underground level so i will need to make alittle more work on that. however... there is not a way to convert into structural a misc_model? so i can? 1 - copy the misc_model converting into structural brushes 2 - build the physic clip around his structure 3 - delete his structure.
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Misc_weapon_shooter SP Idead but dont know how to do...
Asgarath83 replied to Langerd's topic in Modding Assistance
not much,each turret is connected to his invisible NPC. when the turret is desroyed, the func_breakable can shoot a deathscript that use the comand Removel "NPC_targetname" or targetname of NPC :)I so if player destroy the turret that "shoot" the Npc invisibole that shoot is removed. remove remove the NPCs and is used for the cutscene, not kill so NPC disappear without making death sound etc etc. -
Ex Jedi Temple, In Time For Christmas? Lets hope!
Asgarath83 replied to Oobah's topic in WIPs, Teasers & Releases
The reskin of map is cool!D: maybe with little better tonaliy of blue parts... Not know , for me are little weirds. :\ -
ROTFL. okay @@Langerd : now i test if JKA load the misc_model no solid map. my map for moment is just a cube with grey bricks, a "skybox" for contain the pillars and the cathedral with a ground and no more. because i am again testing the model, and not make a real map of the level. For the physic clip building, i think about a solution: 1: make solid only the central build. so i have a lot of work less. 2: the tower and lateral domes are specular, egual and duplicated, so is sufficient to make the physic clip of one buildind and after copying 8 times, orienting and fix with the others @@DT85 My md3model are VERY SMALLS in GTK, are so small that the MD3 of the cathedral are invisibile when i place, i need to set modelscale to 175 for make the build to his real size. the textures are at HD definitaion pixel, something like 1024 larger value for that. by the rest, this place is the more important of the Nosgoth universe i wanna recreate on JKA, so i need really a perfection. i am not too much perfectionist. and i am not an exclellent mapper like sczico. for many map i need to retexture and use part of other maps of JKA for create nosgoth's cities and lands. i am only one in this job and i canont make all maps alone. for my lucky, blood omnicide staff got me the staff of 3d remake of Blood Omen and Sczico give me permission to use building and object of blueice nightfall as prefab for create nosgoth's city. D: at moment, however i am more focused on the Npcs. the fist module of my mod want to be a JKA converrsion\ trasposition of deleted sequel of defiance, the dark prophecy,. i wanna show in a dozen of level how can restore the Balance of his work. this building is for the final , when Kain create an Alliance of Reapers and Vampires for preserve the restored balance of his world. this is the Alliance Headquartier. every dome is aligned to a principe of a Pillars. so the Time dome will contain a chronoplastic chamber, the Dimension a dimensional chamber, the Nature dome a holy garden, the Conflict Dome an underworld training arena etc etc. XD
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Misc_weapon_shooter SP Idead but dont know how to do...
Asgarath83 replied to Langerd's topic in Modding Assistance
Place a misc weapon shooter. check the box of altfire, and Key weapon value WP_ROCKET_LAUNCHER you cannot set dmg but you can set a trigger_hurt in the area with 1000 of damage, unactive, for player only. maybe you can set for player a Painscript, when he enter in this zone (not put any enemies!! and avoid enter of NPC enemies in the area with clippers and also clippers for projectiles) if player in the area with trigger and clippers around if hitted by the rocket, shot the painscript, the painscript acrivate the trigger... and player die Trigger Hurt dmg is setted on 1000 -
character HUMANOID SKEL NPC: Heavy Male Civilian
Asgarath83 replied to Psyk0Sith's topic in Dark Forces II Mod
Psyko, it's wonderful! host it when is completed! Please!! O.o -
Why won't saber throw be disabled so I can kick?
Asgarath83 replied to Dusty's topic in Coding and Scripts
in SAB file, if you set the "throwable" command to 0, the player with alt attack and lightsaber can kick. O.o if you want to disable saber throw on engine, maybe you need to search the "throwable" command of sab file and how work is boolean. -
I am italian, if we talk in our mother langague, ... total understand! LOOOOL Oh, yes, i use the solid spawnflag for not become mad to create all Physic for entire construction. Oh, i can use misc_model with no solid spawnflag... mmm, okay... there is a fast way for create the physic clip without pass hours and models every single brush? O.o Okay... The Nupraptor Retreat on Blenderrendering The Soul Cathedral of the Raziel's Heirs, builded buy my friend, on blender rendering: The Pillars Restored! Enjoy @@Langerd Nupraptor retreat not give me any problem, but the Cathedral is ... Damn XDDD i will become mad for that LOL
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Okay ... mmm @@mrwonko thanks for expanation. so not need to upload on web like dropbox this is nice because dropbox slow too much my computer >_> i uninstall for this reason. @@Langerd not worry, convert in tris was the solution and now models is working, on MD3 and JKA too. the problem is just another O.o. because the entire building is impossible to convert in MD3 file withouts crashing of blender (too big i think) i subdivide in 10 MD3,m everyhone have 1 tower and a dome of cathedral + the central building a part. i cannot stock all MD3 model into my map with misc_model_static because map wouldn't compile because overflow the max limit of brushes. so the solution is that: because i need to use this map only for 1 battle, and for the rest is only for cutscenes, i think i make as misc_model solid only 4 parts of the map, the central, the tower for fight or cinematic and the nearest towers. the other tower i make as misc_model_static. that's work and bypass building trouble, but in game, i cannot see the misc_model_static, but only the misc_models >_> damn, i will fix this after i apply some thousand of md3shader command in custom properties. >_> i am again texturing the towers. confort me the fact that i not have any part of cathderal to split or subdivide over because JKA not give me the 1000 vertexes hit error. O.o
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Bloopers and frag videos (2014) by Cydonis
Asgarath83 replied to ent's topic in Art, Media & Technology
SuperKata! -
not make one big trigger push inside the water. make a lot of pusher at regular distance, vert thin and short and with a low pushing speed.. when a trigger push is triggered, making also a deactivation of the trigger itself for same second with scripting, so the push disappear and player can pass through if is so fast to beat the currents, if player is too slow, trigger re appear and he get another push back . I suggest to alternate pushing and multiple trigger that switch off for some second the pushing trigger. every multiple trigger need to be really close in front of the push that disappear, of 1 map unit maybe. Jedi so hit the multiple trigger but also hit the pusher, the pusher push back it, but the multiple deactivate the pusher for some time, player need to be so fast to pass throught deattivated pusher before his reactivation.