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Everything posted by Asgarath83
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YAY! thanks @@Jeff
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Thanks very much, Zefilus! some one also have done an acklay model?
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I have a little request, where i can find and download the 3 models of the geonosis arena beasts: the nexu, the acklay and the reek?
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(Request) Making force jump height even higher
Asgarath83 replied to fuschta's topic in Mod Requests & Suggestions
Need a lot of work on SP code, need to edit parameter of force jump level 4 i suppose. -
Ultimate Force Icon Mod 2.01a RELEASED!! :)
Asgarath83 replied to Angel Soul's topic in WIPs, Teasers & Releases
I got! Thanks! -
i see a realistc lava in the lava temple map. However,, mmm well, there is only a way but is not exactlry legal because is a porting, so if you use, make only for personal use: you can use 3D reaper and rip the map itself by the game. the second step is imnport the FBX format to 3Dmax, the third path is to export by 3d max to blender in some format readable. after you can export by blender in quake 3 map if you have the correct plug in. at this point if radiant not explode because need an hours of loading for load all this polygons and brushes HD definition, you need to retexture all map, and remake all shader, and all lighting and effect. O.o mmm, that's is not really a good idea. the work for make it is... hard >.<
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Ultimate Force Icon Mod 2.01a RELEASED!! :)
Asgarath83 replied to Angel Soul's topic in WIPs, Teasers & Releases
tomorrow i will try it -
Ultimate Force Icon Mod 2.01a RELEASED!! :)
Asgarath83 replied to Angel Soul's topic in WIPs, Teasers & Releases
My pleasure!!! Edit: okay now is downloading! 115 MB!! WOW!! D: -
Ultimate Force Icon Mod 2.01a RELEASED!! :)
Asgarath83 replied to Angel Soul's topic in WIPs, Teasers & Releases
WOOOOOOOW!!!! i love the backgrounds! °O° i cannot download :\ can you host here on JKHUB? -
Starting as the other character than player.
Asgarath83 replied to Langerd's topic in Modding Assistance
also you can use the action function of the menu when you start a map or a new game for set the playermodel. i prefear this tecnique in my mod. i use the spawnscript for set the force powers and weapons at start point -
Good luck. the idea is really smart and i hope you can realize.
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bones problem assimilate - clone trooper
Asgarath83 replied to itachisen's topic in Modding Assistance
the bones are presents in the models? if they are, they are correctly hierarchied? O.o -
i cannot help for the showing of using power, but maybe i have a theory about weapon list showing. verify enumarion of weapons and force power into the code, must be on weapons.h or q_shared.h, if i remember exactly. maybe menu follow the enumeration order of weapons and force power for showing. but if is that, is not sufficient changing the order of the weapons in that list, you can have many build error about that, because a large ampunt of definittion, declaration and parameter on the code depend exaclty of enum value of each weapon and force power. so for make something like that need a massive code editing of every enumered voice of every weapon and FP. O.o IMHO. i am not sure, but maybe the problem is that. for showing an icon when using aweapon or a force power, you need to check the HUB code about displaying icon of selected power and copy that in the code of wp_saber.cpp and cg_players.cpp about every "forcepoweractive" command and add a istruction into the declaration that tell "showi this icon "gfx/mp/etc etc path of the icon" IMHO.
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Mmm using Maya? i not know really, man. i use 3D max for my rigging and model editing. mmm maybe you can use 3d max for convert into FBX format the jk3 humanoid skeleton and also the models that you want to use for creating model (after ask author permission and import into 3d max with a glm importer) at this point, you can export the models of glm howlers, and raptor and a jedi models for the robe into FBX, or 3DS, or OBJ format and so import on Maya. if in Maya the jk3 skeleton can work, and if you can export into XSI format the final job, i think you can do, otherwise, you need 3d max, or blender or softimage :\
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they remember me the Sssi ruuk race of expanced univerce about the Bakura conspiration. otherwise... there ares raptors models in the mod Escape of yavin 4 the lost map. you fight with him into the second level of lava caves under the sith prison garrison. with a good merge \ editing of desann and raptor model and glm howler model, i think is possible to make something like that.
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Put light entity in front of the brushes of the doors. when door opens, turn off the light, when door closed, turn on.
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Cool!
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ah yes, i agree, this is bugged.i suppose is because alt fire atk is configured for shot... 1 shot: the explosive atk. if you change in the code the number of shot of the alt fire in close combat i supose also the alt fire distance shot shoots many shockballs. rotfl XD
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i think is not bugged. it's realistic. Because the alt fire of repeater is an explosive splash damage attack. no soldier is so mad of blow himself in a close fire shooting. For that motivation, stormtroopers use normal fire of repeater when you are close. maybe happens the same thing with flechette alt fire.
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it's impossible without edit the code. enemies use altfire if the player is far. if is close, they use normal fire. that's works for all weapons.
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I need same time for think about it and study tutorial i will post my progress later. However, thanks very much for the help. i need to learn debugging and that will need some time. it's unique mode for thing the noghri crash entity impact issue origin. : \ i think there is some contradictory istruction on the syntaxis form about some edit i have done about the MOD_GAS or the noghri stick entity impact case. because i have getted similar crash also when i give in a "wrong syntax way" a command about force power. example: if somethjing is for cent->gent->client declaration, and i not use cent->gent->client->npc_clas in the expression, but simply client->npc_class VC not show any syntax error. but in game when i use a force power the game crash immediatly. sure there is some conflictual istruction about the noghri stick impacting of projectile on NPCs.
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@@eezstreet oh my, i thinks is really over my limitated programming skills O.o i will need really a long time for understand that. i wanna just to know why noghri stick crash to me. O_o however debugging it's a modality for works on the code with exe running in real time, right? O_o i suppose you mean that for debugging. until this moment, i have simply corrected the error that vc2010 shows to me when i make a release building. and i build just the openjk_sp.x86 exe and the jaxgames86.dll my mod is for SP, so not need other (but i have builded also Mp and vanilla code for improve the graphic fix that you suggest to me months ago. ) @@ensiform where, i have italian computer, so i not know what buttom is the "retry" but "riprova" and "ignora" not make nothing and "interrompi" close the exe. O.o
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i ever worked on release build becase debug is never worked to me as build. when i use debug and run the mod i get this error: