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Everything posted by Asgarath83
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In base working. the debug compilation of openjk_sp and jaxgame86.dll not want to start when i start the engine. O.o appear me a strange error. so i cannot see the debug error list loading a map in the consolle command. : \
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for what i know noghri stick crash on the first person \ player view because there is not the client player side code about this weapons. the noghri stick is a weapon coded only at 50% and works only for NPCs. in openjk however should no crash. my problem is not that crash when i use the cheats "give all" and i switch to a shoot weapons and i set "give weapon_noghri_stick" no no i can use, shoot, equip. also NPC. the problem is he still crash when the projectile impact against another player and Npcs. i have done many edit on the code, and i not know how is start this problem because i have noticed just 2 days ago. ._. well, is not a big trouble. i can make the lok mod also without noghri stick. but that should be useful for the enemy armed with poisones. well, i will use poison with script and weapons and force powers at this point. i have a force lightning atk that shoot a poison gas steam with sound of gas too so is a minor issue. Otherwise, i am really curious about the noghri_weapons and mod_gas that it use for making damage, so i am really curious about his functionality.
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yes, i used also debugmelee trick and still crash. really i not know how to find the error. i search all case void, variable, definition and declaration about the noghri stick hitting entity \ npc \ player and it's all okay. maybe is some error i have done with MOD_GAS
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mmm I suppose i need to find all specifc SP part of code of the event noghri stick projectile impacting with an entity. only i not know how to find it. O.o
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the debug built find... nothing. i try the debug exe and dll of SP in ingame.
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Okay i run a debug build
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i not really understand what i maked of wrong because i have only edited the mod for make a better graphic improvement of efx, add class damage to all weapons and edit force power efx and sound, but there is a little last bug: when a player, entity or NPC being hitted by Noghri stick shot projectile game crashes. i not understand why. i edited some paramater of MOD_GAS in g_combat.cpp. maybe is for that? the crash occures not when the noghri stick shot, and not when noghri stick poison projectile hit awall, but when noghi stick hit a player \ NPC. so i thing is something about MOD_GAS. but i tried to replace the g_combat.cpp edited by me with the original G_combat.cpp and that still crash again, so is not for the class damage code O.o
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Black sword (like the sith sword, not lightsaber) trail
Asgarath83 replied to DarthStevenus's topic in Modding Assistance
Yes, has not much sense because seems a command for the Radiant q3 building of shader material. otherwise, there is also the texture blurglow into the gfx/effects/sabers folder. i not know what make this command, but the sith sword trail use 2 texture for work: the swordtrail texture and the blurglow texture. -
Black sword (like the sith sword, not lightsaber) trail
Asgarath83 replied to DarthStevenus's topic in Modding Assistance
on assest1.pk3 shaders/sabers.SHADER file here for you the shader code: gfx/effects/sabers/swordTrail { qer_editorimage gfx/effects/sabers/blurglow nopicmip nomipmaps cull twosided { clampmap gfx/effects/sabers/swordtrail blendFunc GL_ONE GL_ONE glow rgbGen vertex } } -
in JKA using a trigger and a targetname for thelight, or a script for the trigger, it's possible to turn off \ on a light with his own fx_runner too XD it's very nice for make lamps or torchs that can turn off or on,,, or magic braziers or lightballs.
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Black sword (like the sith sword, not lightsaber) trail
Asgarath83 replied to DarthStevenus's topic in Modding Assistance
Ehi NICE!!! nice job! if you want a more realistic blade you can add BounceOnWalls 1 -> blade is solid and bounce on walls an floors. XD blockeffect : efx of parries hitpersoneffect: efx of it enemy hitothereffect: bounce effect or effect against func breakable. nowallmarks 1 : the blade no cut walls like the lightsaber. noclashflares 1: the saber not emit the flash glowing light when clash with another saber. damagescale : set damage value 1 -> normal saber dmg. knockbackscale 1: your blade make knockback on enemies like the sith sword. Oninwater 1 : can use underwater. also the swingsound anf fallsound paramter for change sound into metallic sword sound. for the sound of hitperson, block and bounce you can add by the efx files adding sound as primitive in the effect and selecting as playable effect 3 sound. example in the effect of block: Sound { sounds [ sound/weapons/force_pike/block1.mp3 sound/weapons/force_pike/block2.mp3 sound/weapons/force_pike/block3.mp3 ] } -
What's the point of Class_Reborn and Class_Jedi?
Asgarath83 replied to Dusty's topic in Coding and Scripts
Done. and i now this tutorial., whas really useful for me for studying the class for make my mod code thanks for maked it! -
Black sword (like the sith sword, not lightsaber) trail
Asgarath83 replied to DarthStevenus's topic in Modding Assistance
ahhh that's issue? yes i got already this issue when in past i tried to edit the swordtrail texturee. i not know why but also if you replace the texture for every change game make him white... i not know if there is a code problem about the trail and so i cannot help you or a shader issue. in the second case, you can search the gfx/effects/sabers/swordtrail shader . maybe need same edit to the parameter. if anyone not work, is a code trouble and so you cannot edit trail because is really hard :\ you cannot simply use a melee sword with noblade 1 parameter and trayilstyle 1 right? O.o one of example on my mod is that: vampire13 { name "Ammazzadraghi" saberType SABER_SINGLE saberModel "models/weapons2/vampire13/vampire13.glm" soundOn "sound/weapons/buster/draw1.mp3" soundOff "sound/weapons/buster/draw1.mp3" saberLength 40 noDlight 1 saberRadius 5 throwable 0 maxChain 4 lockbonus 4 disarmbonus 7 parrybonus 7 damagescale 2 saberstylelearned medium saberstylelearned strong saberstylelearned desann saberstyleforbidden fast saberstyleforbidden tavion saberstyleforbidden staff spinsound "sound/weapons/buster/spin.mp3" swingSound1 "sound/weapons/buster/swing1.mp3" swingSound2 "sound/weapons/buster/swing2.mp3" swingSound3 "sound/weapons/buster/swing3.mp3" fallSound1 "sound/weapons/buster/fall1.mp3" fallSound2 "sound/weapons/buster/fall2.mp3" fallSound3 "sound/weapons/buster/fall3.mp3" BlockEffect "swords/ironblock.efx" HitpersonEffect "swords/ironblood.efx" HitOtherEffect "swords/ironcut.efx" onInWater 1 alwaysBlock 1 noIdleEffect 1 Knockbackscale 2 noblade 1 bounceOnWalls 1 trailstyle 1 twohanded 1 noclashflare 1 nowallmarks 1 g2WeaponMarkShader "gfx/effects/bloodsplat" readyAnim BOTH_CCWCIRCLEBREAK } -
Black sword (like the sith sword, not lightsaber) trail
Asgarath83 replied to DarthStevenus's topic in Modding Assistance
yiu need to edit gfx/effects/sabers/swordtrail texture i think if you want a custom swordtrail. for remove the energy blade you can use in sab file Noblade 1 command. -
[HELP] Dynamic glow on Force Powers in JKA MP
Asgarath83 replied to Angel Soul's topic in Modding Assistance
ooooh, LOOOOL the map object are for the holocron texture of MP game, not for the power!! XD but you find the shader of protect \ absorb and for work... gfx/misc/forceprotect { qer_editorimage gfx/effects/p_shield deformvertexes wave 100 sin 1 1 0 1 surfaceparm trans { map gfx/effects/whiteglow blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR rgbGen entity tcGen environment tcMod rotate 10 tcMod turb 0.6 0.3 0 0.6 tcMod stretch sin 1.5 0.5 0 1 glow } { map gfx/effects/caustic1 blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR rgbGen entity tcMod rotate -600 tcMod scale 2 3 glow } } Do thas. about the sight power you need to find the 2d texture about the mmm 2d/cropcircle are for sniper rifle crosshair altfire mode. for the force sight the textures are in 2d/jedisns find in 2D shader and put the glow and trans parameter. should be work. trans make the shader translucent. glow give dynamic glowing illumination. -
Remember the limit of thousand vertexes
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[HELP] Dynamic glow on Force Powers in JKA MP
Asgarath83 replied to Angel Soul's topic in Modding Assistance
you need to add the "glow paramter into the shader files of force protect and force absorb. if i remember correctly search into shader file the gfx and gfx files about the p_shield shader or texture. -
i Agree with ashura. Why peoples try ever to put high polies models into a game of 2003 that allow the low poly models? the graphical quality is given by textures and shadering, more of the complexity of model or the LOD. O.o it's possible in JKA to making a tree with the same beauty using a low poly barks and raster png file for the leaves O.o
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i am not sure if it works. you can try. i got some trouble about the change of that paramter. be careful. some change require a deep changes into the the bit code and the engine. for split a model you need to import into a program like 3d max or blender, but it's better the blender 2.64 with mr woko md3 export plug in. select the faces of the models, use the edit panel for separate (i remember also P key in blender can split a model into more mesh by material and by other parameters. ) and after you need to enter in the custom parameter the key md3shader and the value of relative path of the texture of model example: "models/map_objects/plants/tree "
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Yes, i remember the two foes. are scripted by icarus with set_altfire. in the mod escape from yavin 4 the lost map there is a level in a lava caves full of tusken raiders, velociraptors and imperials and reborn into a facility. the reborn soldier use every kind of altfire shoots. O.o
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i not know too, but in icarus, if you use aspawnscript with SET_ALTFIRE, true. the enemy shoot with alt fire if you are far and with normnal fire if you are close. O.o search in the code the SET_ALTFIRE icarus definition and see how is programmed.
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You cannot have a mesh of a model MD3 that contain more of 1000 vertexes. it's a famous engine limitation. that's is also for GLM format. one time i builded GLM with a mesh of 8000 vertexes and the model crashes when spawn in game. XD
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Black sword (like the sith sword, not lightsaber) trail
Asgarath83 replied to DarthStevenus's topic in Modding Assistance
use trailstyle 1 on SAB file and you have the black blur trail of the ragnos sith sword. the 1 give the normal colored blade of sabercolor parameter. the 2 parameter give a saber with no trail. -
What's the point of Class_Reborn and Class_Jedi?
Asgarath83 replied to Dusty's topic in Coding and Scripts
i am testing for my mod all AI. i maked an test.NPC file that contain all NPCs named by class . for everywhere there is 2 variant. one usind dual sabers, and the other shooting. so i can see the defference between shooter and saberist for every class, i try for all class. inclused droids, rockettroopers, etc etc. incluse also the strange classes unnused as bartender, glider, claw, lizard, flier2, fish. the difference is in the behavour and in the kind of movement. so,me droid class can use only a saber, not two. also, they are stuck in the yaw movement XD about jedi and reborn.... the reborn with same paramteres of the jedi on evasion, aggression, aim etc etc, are more aggressive of jedi. jedi fight in defense, reborn in offense. also, jedi not dodge, or making acrobatic moving when shooting with weapons, but reborn yes. some class cannot use certain weapons. if you give a WP_BLASTER_PISTOL to a shadowtrooper, he will use the WP_BLASTER. : \ all boss classes have some problem to use blaster pistol and replace with blaster. i not know why. -
SP mods.