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Asgarath83

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Everything posted by Asgarath83

  1. Not worry, if it's a cat humanoid creature and not a really cat it's okay. you want animate with JKA humanoid skeleton or you want to make a custom skeleton? the first way is possible, but is very different by a standard huimanoid rigging, because your model have not the arms and legs "humanoid" so need many attention because can be really weird in same movement. it's better to do a custom skeleton for a better and realistic movement, but that mean also custom animation and i never make animation for not humanoid JKA models :\ organic models are wonderfuls, but are hard to build. for starting is better try your way. once you get more experience, you can try with organic form. it's only a my opinion however. little steps before the big steps
  2. find on wp_saber.cpp "sound\weapons\force\lightning" and "force/lightning" for see the code lines about displaying of effects and sound of the force lightning. if you want to display effect like the blaster \ concussion shot, instead, watch on the FX_Concussion.cpp or FX_blaster.cpp. i think in that case is better a moving effect attacked to the damage pointer that not an "directionally area effect" like lightning or drain
  3. That's cute! Nice nice! continue the job! I can help you later for the rig and weight part if you have some questions You need to work a lot on the head profiles. for the moment, remember me an alien cat of area 51 O.o The front profile it's okay for be the first morphing is really good but it's a good start point. It's okay! My unique modelling work was a biscuit man made with blender. lol, was not the best.
  4. Mmm, should be nice replace stormtrooper to swamptrooper on t3_hevil and put same shadowtrooper enemy in the last levels. maybe the rest of the forces of Galak that help tavion for revive ragnos and guard her in the last level near the tomb? for the other things, it's fine. i every found boring the shadowtrooper and saboteur not attack when cloacked -.-
  5. Asgarath83

    NpcSP

    Incredible! I download it! it's a useful tool for the testing!
  6. Yes, for making mod of RPG stamp it's very useful. the other 2 powers are missing is a neutralpower to freeze \ stasys the victim that can be avoided with push and absorb and a dark force power that can poison enemty. there is an example on vjun3 map of how it need works when the 2 twin reborn dkothos and vkothos heal rosh ponin in the fight against him. i think studying the script of this battle can be a start point also for define the code of a teamheal power. for the poison the procedure is reversed: the entity lose health after time instead of adding. but poison is already prsente on the interrogator droid and in the noghri stick, so tha'ts easy. heal is a istantaneous effect, is more hard to do, need to do like the FP_HEAL, but acting not only on the client but also on the temmate. mmmm... i get an idea: there is force effect that with the traceent paramter into the cod, act on the NPCs touched by it: the Mindtrick! i have an idea: make a new force mindtrick power that NOT confuse the Npc touched . but heal theirselves. it's possible, in theory. . I thinks the heal other power can be useful for the vjun1-2 level with the acid rain. so kyle katarn can heal jaden by the dmg of the acid. Yes, i know force protect can avoid damage, but if you are with no force point on the rain, with low health, and with force protect that ending effecting... well... i think the player need really to RUN to the more near rock for survive And for many mods, however. the game is balanced only becasue JKA have the quick saves functions, witbhniut they considering that only 1-2 hit of enemy saber can slash the player and take down, the gameplay was really more difficult. otherwise, in a shoot combat against troops with FP_FLECHETTE the jedi is really in trouble and a little healing support can be useful. i play ever at padawan difficult for that. XD should be interessing, but need a lot of balance of gameplay , a lot more dmg of blaster in the easy difficult, maybe, that can be eaisly done editing parameter on weapons.h .
  7. i was thinking the same things for my fantasy mod, but at moment it's possible to heal and resurrect Dead Npc only with icarus. 2 new more force power for that on SP code. the problem for make the teamheal on the SP code it's that: the Teamheal code of MP works for Bots and other players, NOT for NPC, npc are not supported much in the MP game. for this reason making an healing power of Npcs is strong to realize because there are not example on the code of how that can work. it's a heavy request to satisface. i am a noobie for coding and i cannot help,. i hope that some one more expert take care of that request a time. : \
  8. The model is beatiful! O_o the request is little hilarous. really rosh with kenobi head? 8D there is only a way for make that: pick up the rosh model, replace head with kenobi head, work on vertex suturation of nek between head and torso (the nek of rosh not merge sure with kenobi nek) fixing the caps. and remake all the weight of the model. and you need permission by the author of head of kenobi for making that.
  9. I have many mpdels with thousand of vertexes. for md3 , and glm model too (glm crash if a mesh have more of 1000 vertexes, i tryied on myself this issue) remember: never overload the 1000 vertexes limits. you cam detach the mesh in more parts , and contain however the same Uvmapping, so you not lose anything of the detail. for example, you make a mesh with 3000 vertexes? make uvmapping, texturing, end after, before a rig or a skin, detach into 5 parts of 600 vertexes each one. so if the mesh originally was "head" become "head_nek" "head_face" "head_eyes" "head_ears" "hean_ponytails" just for make an example. also if the textures if the same and the uvmapping is the same. 3D max conserve the uvmapping also after detaching so you not lose any details with detaching. is just... really boring :\
  10. Well, you need effect is shooted forward, so you can check the blaster and force lightning code level 1-2 not about the effect, but about the damage \ direction . i think they are on cg_weapons.cpp and wp_saber.cpp the damage of weapons is setted on weapon.h
  11. For metal surfaces using this kind of shadering, you need 3 textures: example by one of my mod's swords: models/weapons2/vampire1/blade { q3map_nolightmap { map models/weapons2/vampire1/blade blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/vampire1/saber_enviro blendFunc GL_DST_COLOR GL_SRC_COLOR tcGen environment } { map models/weapons2/vampire1/blade_spec blendFunc GL_SRC_ALPHA GL_ONE detail glow alphaGen lightingSpecular } }
  12. You can search on filefront about skeleton, there is some model that can help you. also, download escape from Yavin 4 the last map, into the mod you can found a sith model with a skull face. they use X saber with 4 red blades on combat. they spawn in the reactor area.
  13. Try to use the FxDir paramater like the force drain and lightning code on cg_players.cpp. for shooting forward it's only the projectile shoted down, or also the damage affected only downward?
  14. @@itachisen for the convertsion DDS in JPG format or PNG use DDS converter
  15. Nah, it's okay, i use the computer only for chatting, game, modding and writing, for that works XP is sufficient. :=)
  16. On the first spoiler i see only mac.png O.o strange. lol, in pass i tried to install linux on the secondary HD of my computer... rotfl... crashing all, also boot of C: . "never more linux" i told my self, but sure is for some big error of configuration of the bios and my abyssal ignorance. : \
  17. I really like your landscapes, guys! @ i not see the link of mac desktop. what kind of OS is fedora? it's first time i see that. O.o Nice thing the files index of your OS, very useful. Windows miss that. Strongly :S
  18. @@MUG i have a desktop like your! 3 thousands of icons! 800x600 resolution ROTFL.
  19. mmm... it's an hard question. the unique variable you can change by key command is the key binding that you can set into the consol... or the CFG file. bind backspace dropsaber bind F1 "saber reaver1" bind F2 "saber reaver2" bind F3 "saber reaver3" bind F4 "saber reaver4" bind F5 "saber reaver5" bind F6 "saber reaver6" but their are absolutely value, as you can see. i understood what you want: you want something like certain mmorpg or RPG like Kotor or Neverwinter, when you can change appeareance of character changing the model. example: basic model is withut clothes. with button "add shoes 1" "add shoes 2" etc etc... and you add a new kind of shoes, in game, maybe after some event the character lose his shoes and you want he automatically revert, without any command specification to the default model without clothes and dresses, right? pity your mod is for MP, on SP you can use the "SET_PLAYERMODEL" and also the SET_SKIN command. if you use the variable with Declayre, set, if and else of icarus you can something like you want... in SP... maybe can must be also for MP, but you need to creat a map with the info_player_start of MP inside a trigger_once that activate the script of customization model cvars when start the map. i think can be the value of float 0 for the model_old and when you change a model ,the value lose -1 point, so if you have 5 models, 0 1 2 3 4 and you activate the script, the model 1 become the 0, the 2 is the 1, the 3 is the 2 and the 4 is the 3. at moment, i not have other ideas. :S and i not think is the correct way... but maybe is a good suggeestion. i hope. i not know. :S it's just theorical
  20. Rotfl, i am not a modeller, but a rigger. when i rig a model... i start ever by feets
  21. i am not much expert of these things @ but in many mods i downloaded there is a CFG files... and many ui files. in the newgame_first.ui file of many mod SP you can found these parameters for define the appaereance of the player when you start the mod. otherwise, their are absoluteley value. you need code hacking like @@therfiles tells. and i cannot help to you with that. the other way is to making three button for start a new game: one for a male character, one for a female. at the menu opens, you can set the char paramter to a default \ undefinied alien sex model. so, maybe can be 3 bottoms: "PLAY AS MALE" "PLAY AS FEMALE" "CONTINUE" the first 2 bottons contains new cvars strings for chabnge character appereance and modeò. the CONTINUE, instead, reset all to defeualt, an example of this starting menu is for the SP little mod Revenge of the Droid, yoyu can choose of play the same level as some jedi males, females, asajj ventress, or a clone trooper, or a battledroid of the New Trilogy.
  22. I think you need to edit code for making something like the autodetecting base model. withiut code manipulation and conseqiuental headack, the faster way is to replace the stormtrooper model, when engine not found a model, set ever the stormtrooper as model default, you can see that using with cheat console "playermodel pappaperò" and you see a error message cannot found "pappapreo" model and the model begin a stormtrooper XD. sure in the mod you neet to configure the stormtrooper, shaders, and NPC files in another path of playermodel for fix that. on the UI command you can set something like that: setcvar snd "kron" setcvar g_char_model "reborn" setcvar g_char_skin_head "model_boss" setcvar g_char_skin_torso "model_boss" setcvar g_char_skin_legs "model_boss" setcvar g_char_color_red "255" setcvar g_char_color_green "255" setcvar g_char_color_blue "255" setcvar sex "m" setcvar g_saber_type "single" setcvar g_saber "single_9" setcvar g_saber_color "red" setcvar cg_crosshairForceHint "1" close all ; exec "exec gamestart.cfg" o suppose the existance of similar command for the gamestart or autoexe.CFG files
  23. I know the map of Yuuzhan wong purple world... but i never seen the models. thanks!
  24. There is already the Vong model? : cool, can i see where i can download it?
  25. Well, i think a little list of character turns in my mind this night. maybe someone can be found interessing by community: 1 Bail Organa 2 Greedo? 3 Dengar the bounty Hunter 4 Zam Wessell 5 Lobot 6 Yuuzhan Vong 7 Nil Spaar, EU lord of the Yevetha race of Koornatch ammass 8 the Doctor Evazan, aka Doctor Death. 9 Ponda Baba 10 Max Rebo Band! 11 Jabba 12 Ackbar and the Moncal 13 Porkins 14 Biggs Darklighter 15 the great Wedge Antilles 16 Otto von Bismark... ehmmm, rotfl... i want to tell: Admidar Ozzel 17 Admiral Piett 18 Admiral Needa 19 Crix Madine 20 Rieekar 21 all cutie ewoks <3 22 Gand bounty hunter 23 a Quarren 24 the Vraatix, the insectoid race that make the bacta fluid, of Thyferra. For now i not have other ideas of NEW models.
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