-
Posts
2,023 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by Asgarath83
-
Okay, one day of work burn Out >.< Blender can do this with All Selection tab with A, or i need to triangulate each mesh in edit mode one for one? Oh my, that's sucks! :S Thanks langerd
-
Mmm, wait a minute, i think i understood. i need to convert all mesh by quad faces to triangulate faces O.o
-
@@mrwonko hello! un years ago a my friend make for my mod a giant Cathedral on blender, that i want to convert for using as MD3 as building. this is already work with a 3d reconstruction of the Nupraptor Retreat of Blood Omen game and it working perfect. The build is a large circular cathedral with inside the Pillars of Nosgoth, a main Big circular Hall and eight little tower at the side with eight domes, one for pillars. the main central dome is for contain the pillars itself. Because is a BIG builg and model i pass all day to detach and renaming the meshes. now i tryed to see the md3 on Md3view of mrwonko and i see this error about this mesh: "Error in c:/base/models/map_objects/cda/cda0.md3 mesh 0Ledge3c Meshsize 176 <= trianglestart(176) Meshsize 176 <= texvecstart(176) Meshsize 176 <= vertexstart(176) after that, md3view crashing. Please, Help! O.o
-
well, if the staff is too much overpowered, you can simply: - consume a lot of force point for the more strongest of its special atk LS_STAFF_SOULCAL for example. , - making special kata blockables, but if an opponnent block, he would be knockbacked. .
-
O.O Wow!! Nice work man!
-
Well, for a vehicle can work, but if vehicle not move, the ball continue at rotating and that is not much real. O.o you need make custom gla file animation and animate the ball for rolling and rotate when model is walking, and increase rotation when is running. O.o
-
Oh, good point Psyko. i forgot this detail O.o
-
Cool!
-
mmm , delete weapon WP_MELEE, because a NPC cannot use more of 1 weapons on NPC file setting, except the Boba fett class. also, set a more ForceRegenAmount 1 is really a too low value, it's better almost 50 point. you can set the ForceRegenRate command for set a increasing of regeneration, you can set the regenrate by 1 to... any other value. Npc file is okay however. What error you get? When you spawn the NPC you can see the NPC? Or is invisibile? The saber is visible?how many NPC you added in your mod? there is a limit of possible NPC you can add and maybe you have overflow this limit. so when you spawn him, it crashO.o
-
Help! Run out of transform space for ghoul2 models
Asgarath83 replied to Langerd's topic in Modding Assistance
Shoul be wonderful remove l'error of ghouls2 and the error shader max indexes hit. if not possible to remove the limitation of engine about polygonal calculation, i ask if is possible to remove almost the error message with game stopping. :| @@ent @@eezstreet @@ensiform -
Well Come D:
-
Star Wars Episode VII Discussion
Asgarath83 replied to Circa's topic in Star Wars Franchise Discussions
LOLL!! Trigun blaster! Yes! -
Shoul be an hilarous vehicle and also fighter NPC support for player. it's nice! I hope you can also animate it. Maybe with a rotating shader... O.o
-
I like it. O.o also with monkey arm. continue the job, please! @@Jeff
-
Star Wars Episode VII Discussion
Asgarath83 replied to Circa's topic in Star Wars Franchise Discussions
I like the @@Onysfx version -
make the hilt is easy, need 3 tag_blade for the blades. however... the more difficult part is replace gfx/effects/sabers/red_line texture with a fire blazing tube. the problem is that all sith sabers with red color into the game got the new blazing effect : \
-
Favorite Movie Scenes (non-Starwars)
Asgarath83 replied to IrocJeff's topic in Art, Media & Technology
O.o Total Madness XDDD -
without code work with visual studio... for SP you can customize the path of the weapons by weapons.dat for MP is more complicated, you need to rename the folder, the glm and md3 files of the weapons with the same name of the weapons you wanna be replace. there is the GLM for shooting, the md3 as world model of item weapon and the hand.md3 that show model into first person. O.o
-
i am using XP for work and 7 for games that XP not support at moment. XD yes i now, i am oldest. However... i fixed. my gtk radiant 1.5.0 is little different with options. i set that: Preferences: interface: (layour is a subfolder in my version and not contain any windows preferences :\ also if i run as administrator the program, strange... ) However... on Interface settings i check all 3 boxes of - start on primary monitor - disable system menu on popup window (i thinks is that that cause my trouble) - default text editor. Now is working! Thanks for get me in the right road! @@Ramikad
-
After some months i open my Gtk Radiant 1.5.0 and i have a big trouble because every time i try to open or save a map gtk radiant freeze itself. i cannot close too with task manager, or stopping process, or closing forced. i uninstall and reinstall gtk but any is changed : \ how can i work with maps if i cannot load or save my maps? the last time works all fine T_T
-
Favorite Movie Scenes (non-Starwars)
Asgarath83 replied to IrocJeff's topic in Art, Media & Technology
I have a ton of beauty scenes in my mind,but at moment... -
weapon.dat allow only to specific same staff for Weapons in Single player. with open JK you can customize also damage, altdamage splashdamage, splashradius, splashknockback too (i tried and work) however Weapon.dat not be read for MP. for change models into MP code you need... sigh, you need to manipulate MP code. :\ there is no other solution. all Mp code is definied by jamp86.dll ui86.dll and cgame86.dll :\ you need to rebuild this 3 files after you edit mp code with visual studio and replace the original Dll with that. SP coding is more simple because is C++ and you need just to build an exe and the dll jaspx86.dll MP code is C and is more complex. good luck man
-
i tryed the Pyramidal map of massassi temple and is really nice! I love the enter statues and the mix between kotor and a new hope ambientation. i watch all six section of the map, the radar on the roof, the control room, the living rooms, the training rooms, the hangear and the underground hall. it's really a good map with a huge and strong works! i like the pyramidal structure
-
i added 3 waterfalls in my swamps map, years ago, and as you, @@Langerd, for work need: - add to shaderlist - copy all assests on my textures source folder of gtkradiant, - add the missing image of shader stages missing. after your answer, i understood your right: it's a shaderlist problem. because q3map2 read ONLY the shader into the shaderlist file. if you not put your custom textures folders name into the shaderlist.txt, q3map2 ignore it into the build and so material as water, lava, snow, ice, glass, are not processed : \
-
mmm, in my PK3 some of texture used in the shaders for H_evil water are missing. An my game is original. O.o look in the textures folder of your assest pk3. maybe it not work because some texture is missing. i not understand why works fine for original game and not for modding O.o Check if you have that textures inside your h_evil folder in assest1.pk3 textures/h_evil/lakewater textures/h_evil/wfn2 textures/h_evil/wf3 textures/h_evil/waterf1 If someone is missing, water is solid because a stage of shader is missing T_T you can see the water moving, the water static, or a whited grey squared grid? O.o