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Asgarath83

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Everything posted by Asgarath83

  1. Easy way: edit the texture with a program like paint shop pro or photoshop etc. hard way: import the model inm a program like softimage, maya, 3d max, gmax or blender and change the uv map for adapt to new textures. you can open the skin file with a notepad. you can see "name of mesh" , "relative path of the texture" about shaders are in shaders folder, also can open with notepad and edit the path for adapt the changes. You can use ModView for see the model when you edit it, use the command "refresh texture" after saved with the graphic program psp gimp. etcv etc, and you can see immediatly the graphic change of the model. You need howevert to import the model into a graphical program for see the form ov the uvmapping for a better detailed work. .
  2. Sorry. Jim Carrey. for what i know, no. :unsure: But maybe someone know other methods.
  3. the faster way is to select all map with the square in box selection, and use the scale function to edit at a new scale on X Y and Z Be careful or you can make a large amount of deformations.
  4. mmm, Try to play the Deception mod, is the kind of gameplay that you desire. specially the level of the mines. also, you can decompile the decemption map FOR STUDYING FINALITY about script etc. this mod has not the SP code hack and is for JKA, but it's a FPS mod. only the final boss use asaber and is a shooting vs saber combat. the last fight is little nasty, but youi can defeat the boss using explosive weapons. he has not the force push.
  5. Thanks @@ent, chat problem resolve. now i fix my code and i look for the hiding effects.
  6. @@ensiform ah, okay, so MAX_EFFECTS indicate the max fx_runner number that contain a gtk radiant. understood. regard the other field, i can edit the max number or vertexes with greate peace of two my .md3 HD models. O.o for the GLM mesh i thin is not possibile regard the max_shader_indexes depend by the max verts value, so change the one change also the second, understood. Sorry, but JAcoders site is be deleted, so i cannot enter more into your chat chan. O.O. because i have ever entered by the link of the Jacoders main page site. However, how can i solve the hiding of the efx shooting by the weapons? i need to search the function of fx_system that hide the overbuffed effects. >_> Otherwise... i need to descard by the code of some of my new mindtrick efx, pity :\
  7. I was right about the shader max indexes error, i edited 6* to the error with the parameter SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES) to SHADER_MAX_INDEXES (12*SHADER_MAX_VERTEXES) model stilll crash but in the advance part of the fight, not immediatly. so is really a buffer engine problem. i wil try with another highter value. for the efx problem, i not found the solution, the problem persist. :\ Mayve i was wrong on my intuition. if someone can help me with the effects restricion every help is accepted.
  8. I got right! On fxscheduler i found that: That's string hide and delete the primitives precached hiding the visual effects, if their number is superior of the MAX_INDEXES_EFFECTS Parameter!
  9. These days i am making the visual efx of my new lightning that replace the force lightning default by classes. also, i make customize class effect for Mindtrick and Drain, Heal and Rage. the trouble start with the force lightning and mindtrick: because i have a LARGE amount of new effect to add to the force folder, at least 40 of 50+ new effects >_> but i found a bad restricion: when i put on the effects\force folder a certain number of new efx file... in game, when i use force power is all okay, but when i use particles effects or blade effects, same weapons hide their efx. I remenber that, if i make a building of my mod engine with debug system, the system for many of my effect tell me the message "fx system run out of effect" in the console error list. it's signed in white, and is not a critical error. is just a segnalation. when in game there are a player with all weapons taked with "give all" weapons cheat the player hide of shoot efx and impact of some weapons, so they are not played or displayed. so i look the code. and i found something of really interessing. the code seems to have some BIG restricion, about efx displayed, and also, a restriction about the number max of vertx of the poly of md3 files... and a restriction about the shaders. sometimes you necver get in game, the error "shader max indexes hit?" really frustrating, right? on my mod i have a model that give me that error if i use in combat for a minutes of serrate fight with sabers. i think i have founded the core of this problem. the game is of 2003, so got some bad (and now unuseful) restriction for not overload the driver and video card of the computers of 11 years ago. but today that'is really frustrating. there is a limitation about max number of efx files that can be sorted on the "effects" folder, there is a limitation of the shader and there is a limitation of the vertx of the mdoels. how is possible to take down this limit? i think i have find the solution: look thats 2 files of the code: Fx_primitives.h if i change that: "#define MAX_EFFECTS 1200" value with a mooore large value, maybe i can solve my problem. about the vertexes and shader limitation, these restriction can be outtaked here: qfiles.h so my theory is: here you can edit and bypass the engine limitation about md3 model vertx, shadering, bsp map etc
  10. If your mod it's only a FPS shoot mod without use of saber and force, it's better you make the projectiles a lot slower, so player can have little more chances of survive. but not so slow by be unreal XD fight only with shooting weapons it's nasty, if you get a dozen of shooting enemies around you.
  11. // Bryar Pistol //-------- #define BRYAR_PISTOL_VEL 2000 #define BRYAR_PISTOL_DAMAGE 15 #define BRYAR_CHARGE_UNIT 200.0f // bryar charging gives us one more unit every 200ms--if you change this, you'll have to do the same in bg_pmove // E11 Blaster //--------- #define BLASTER_MAIN_SPREAD 0.5f #define BLASTER_ALT_SPREAD 1.5f #define BLASTER_NPC_SPREAD 0.5f #define BLASTER_VELOCITY 2300 #define BLASTER_NPC_VEL_CUT 0.5f #define BLASTER_NPC_HARD_VEL_CUT 0.7f #define BLASTER_DAMAGE 20 #define BLASTER_NPC_DAMAGE_EASY 10 #define BLASTER_NPC_DAMAGE_NORMAL 15 // 14 #define BLASTER_NPC_DAMAGE_HARD 20 // 18 // Tenloss Disruptor //---------- #define DISRUPTOR_MAIN_DAMAGE 100 #define DISRUPTOR_NPC_MAIN_DAMAGE_EASY 50 #define DISRUPTOR_NPC_MAIN_DAMAGE_MEDIUM 75 #define DISRUPTOR_NPC_MAIN_DAMAGE_HARD 100 #define DISRUPTOR_ALT_DAMAGE 200 #define DISRUPTOR_NPC_ALT_DAMAGE_EASY 100 #define DISRUPTOR_NPC_ALT_DAMAGE_MEDIUM 150 #define DISRUPTOR_NPC_ALT_DAMAGE_HARD 200 #define DISRUPTOR_ALT_TRACES 3 // can go through a max of 3 entities #define DISRUPTOR_CHARGE_UNIT 150.0f // distruptor charging gives us one more unit every 150ms--if you change this, you'll have to do the same in bg_pmove // Wookie Bowcaster //---------- #define BOWCASTER_DAMAGE 15 #define BOWCASTER_VELOCITY 2000 #define BOWCASTER_NPC_DAMAGE_EASY 10 #define BOWCASTER_NPC_DAMAGE_NORMAL 15 #define BOWCASTER_NPC_DAMAGE_HARD 20 #define BOWCASTER_SPLASH_DAMAGE 0 #define BOWCASTER_SPLASH_RADIUS 0 #define BOWCASTER_SIZE 2 #define BOWCASTER_ALT_SPREAD 5.0f #define BOWCASTER_VEL_RANGE 0.3f #define BOWCASTER_CHARGE_UNIT 200.0f // bowcaster charging gives us one more unit every 200ms--if you change this, you'll have to do the same in bg_pmove // Heavy Repeater //---------- #define REPEATER_SPREAD 0.7f #define REPEATER_NPC_SPREAD 0.7f #define REPEATER_DAMAGE 20 #define REPEATER_VELOCITY 1600 #define REPEATER_NPC_DAMAGE_EASY 10 #define REPEATER_NPC_DAMAGE_NORMAL 15 #define REPEATER_NPC_DAMAGE_HARD 20 #define REPEATER_ALT_SIZE 3 // half of bbox size #define REPEATER_ALT_DAMAGE 50 #define REPEATER_ALT_SPLASH_DAMAGE 50 #define REPEATER_ALT_SPLASH_RADIUS 128 #define REPEATER_ALT_VELOCITY 1100 #define REPEATER_ALT_NPC_DAMAGE_EASY 25 #define REPEATER_ALT_NPC_DAMAGE_NORMAL 37 #define REPEATER_ALT_NPC_DAMAGE_HARD 50 // DEMP2 //---------- #define DEMP2_DAMAGE 50 #define DEMP2_VELOCITY 1800 #define DEMP2_NPC_DAMAGE_EASY 30 #define DEMP2_NPC_DAMAGE_NORMAL 40 #define DEMP2_NPC_DAMAGE_HARD 50 #define DEMP2_SIZE 2 // half of bbox size #define DEMP2_ALT_DAMAGE 25 #define DEMP2_CHARGE_UNIT 500.0f // demp2 charging gives us one more unit every 500ms--if you change this, you'll have to do the same in bg_pmove #define DEMP2_ALT_RANGE 4096 #define DEMP2_ALT_SPLASHRADIUS 150 // Golan Arms Flechette //--------- #define FLECHETTE_SHOTS 1 #define FLECHETTE_SPREAD 0.5f #define FLECHETTE_DAMAGE 20 #define FLECHETTE_VEL 1500 #define FLECHETTE_SIZE 3 #define FLECHETTE_ALT_DAMAGE 25 #define FLECHETTE_ALT_SPLASH_DAM 30 #define FLECHETTE_ALT_SPLASH_RAD 128 // NOT CURRENTLY USED #define FLECHETTE_MINE_RADIUS_CHECK 200 #define FLECHETTE_MINE_VEL 1000 #define FLECHETTE_MINE_DAMAGE 25 #define FLECHETTE_MINE_SPLASH_DAMAGE 150 #define FLECHETTE_MINE_SPLASH_RADIUS 200 // Personal Rocket Launcher //--------- #define ROCKET_VELOCITY 2000 #define ROCKET_DAMAGE 60 #define ROCKET_SPLASH_DAMAGE 100 #define ROCKET_SPLASH_RADIUS 160 #define ROCKET_NPC_DAMAGE_EASY 20 #define ROCKET_NPC_DAMAGE_NORMAL 40 #define ROCKET_NPC_DAMAGE_HARD 60 #define ROCKET_SIZE 3 #define ROCKET_ALT_VELOCITY (ROCKET_VELOCITY*0.5) #define ROCKET_ALT_THINK_TIME 100 // Concussion Rifle //--------- //primary #define CONC_VELOCITY 3000 #define CONC_DAMAGE 20 #define CONC_NPC_SPREAD 0.7f #define CONC_NPC_DAMAGE_EASY 10 #define CONC_NPC_DAMAGE_NORMAL 15 #define CONC_NPC_DAMAGE_HARD 20 #define CONC_SPLASH_DAMAGE 0 #define CONC_SPLASH_RADIUS 0 //alt #define CONC_ALT_DAMAGE 5//100 #define CONC_ALT_NPC_DAMAGE_EASY 5 #define CONC_ALT_NPC_DAMAGE_MEDIUM 10 #define CONC_ALT_NPC_DAMAGE_HARD 15 // Emplaced Gun //-------------- #define EMPLACED_VEL 5000 // very fast #define EMPLACED_DAMAGE 50 // and very damaging #define EMPLACED_SIZE 5 // make it easier to hit things // ATST Main Gun //-------------- #define ATST_MAIN_VEL 5000 // #define ATST_MAIN_DAMAGE 40 // #define ATST_MAIN_SIZE 3 // make it easier to hit things // ATST Side Gun //--------------- #define ATST_SIDE_MAIN_DAMAGE 40 #define ATST_SIDE_MAIN_VELOCITY 1500 #define ATST_SIDE_MAIN_NPC_DAMAGE_EASY 20 #define ATST_SIDE_MAIN_NPC_DAMAGE_NORMAL 30 #define ATST_SIDE_MAIN_NPC_DAMAGE_HARD 40 #define ATST_SIDE_MAIN_SIZE 4 #define ATST_SIDE_MAIN_SPLASH_DAMAGE 20 // yeah, pretty small, either zero out or make it worth having? #define ATST_SIDE_MAIN_SPLASH_RADIUS 25 // yeah, pretty small, either zero out or make it worth having? #define ATST_SIDE_ALT_VELOCITY 1500 #define ATST_SIDE_ALT_NPC_VELOCITY 500 #define ATST_SIDE_ALT_DAMAGE 50 #define ATST_SIDE_ROCKET_NPC_DAMAGE_EASY 50 #define ATST_SIDE_ROCKET_NPC_DAMAGE_NORMAL 75 #define ATST_SIDE_ROCKET_NPC_DAMAGE_HARD 100 #define ATST_SIDE_ALT_SPLASH_DAMAGE 25 #define ATST_SIDE_ALT_SPLASH_RADIUS 100 #define ATST_SIDE_ALT_ROCKET_SIZE 5 #define ATST_SIDE_ALT_ROCKET_SPLASH_SCALE 1.0f // scales splash for NPC's // Stun Baton //-------------- #define STUN_BATON_DAMAGE 20 #define STUN_BATON_ALT_DAMAGE 25 #define STUN_BATON_RANGE 25 // Laser Trip Mine //-------------- #define LT_DAMAGE 30 #define LT_SPLASH_RAD 256.0f #define LT_SPLASH_DAM 30 #define LT_VELOCITY 250.0f #define LT_ALT_VELOCITY 1000.0f #define PROX_MINE_RADIUS_CHECK 190 #define LT_SIZE 3.0f #define LT_ALT_TIME 2000 #define LT_ACTIVATION_DELAY 1000 #define LT_DELAY_TIME 50 // Thermal Detonator //-------------- #define TD_DAMAGE 100 #define TD_NPC_DAMAGE_CUT 0.5f // NPC thrown dets deliver only 60% of the damage that a player thrown one does #define TD_SPLASH_RAD 200 #define TD_SPLASH_DAM 50 #define TD_VELOCITY 900 #define TD_MIN_CHARGE 0.15f #define TD_TIME 5000 #define TD_THINK_TIME 300 // don't think too often? #define TD_TEST_RAD (TD_SPLASH_RAD * 0.8f) // no sense in auto-blowing up if exactly on the radius edge--it would hardly do any damage #define TD_ALT_TIME 5000 #define TD_ALT_DAMAGE 100 #define TD_ALT_SPLASH_RAD 200 #define TD_ALT_SPLASH_DAM 50 #define TD_ALT_VELOCITY 700 #define TD_ALT_MIN_CHARGE 0.15f #define TD_ALT_TIME 5000 // Tusken Rifle Shot //-------------- #define TUSKEN_RIFLE_VEL 3000 // fast #define TUSKEN_RIFLE_DAMAGE_EASY 20 // damaging #define TUSKEN_RIFLE_DAMAGE_MEDIUM 25 // very damaging #define TUSKEN_RIFLE_DAMAGE_HARD 30 // extremely damaging here the part you need to edit.
  12. 1 Download openjk, 2 install cmake and visual studio, follow the eezstreet guide for the installing and configuring of cmake 3 generate your project with cmake 4 open project with visual studio 5 the weapons projectile speed can be easily edited in weapons.h of the code i change the rocket speed in my mod for make a lot more fast and the other shoot for make a lot more slow. you can also customize the dmg of projectiles, the radius etc. also, you can customize the dmg by class. follow my spoilers on my topic when i ask help with my little code project.
  13. Mmm, in my code working i got same error similar. The syntaxis is correct? should be that. Try to ask on the coders chat about your problem. they help me really a lot!
  14. I never used the func_wall because i make only a dozen of maps. but should work fine. I make something like that with func_usable, but not on a wall text. target printer i used, however. it works very good.
  15. I am glad to help you a lot with my suggest, dusty22
  16. For the end, Rage work with same procedure: line 13137 special thanks to: @@ent @@Serenity937 @@Raz0r @@eezstreet
  17. Changing force Push \ Pull \ Grip color shadering: line 4480 of cg_players.cpp About force heal: you can customize effect on wp_saber.cpp on line 10023
  18. Okay, here the protect and absorb code for edit the RGB color of the shader: thanks to @@Serenity937 for all suggest! here i follow Serenity indication, i make thirst sight, and later protect and absorb, with FP_SIGHT, i learn the tecnique.
  19. Okay, i begin with the arcane magic effects: first step: on cg_media add the definition of the new effects: shader change: 1: changing RGB color of push, pull and grip: simply edit this i setted low gray value for push and pull and the green for the grip: and so, make list of all particellar efx you need. Now, on CG_weapons.cpp registered the effects with address. also need to register the sound, but i have not much clear how to make. i also registered the effect of heal, fury and mindtrick. Now for the specific edit of the power by class is kinda complicated. about lightning and draining the code is really hard, more easy is about heal, rage, protect, absorb, mindtrick and sight. On cg_players.cpp, you can edit the sight, protect, absorb, lightning and drain effects power. for heal, rage, push, pull grip and mindtrick, all the code is in wp_saber.cpp, also the working of all force power effects, are into wp_saber.cpp. okay. that's is my lightning new code! first, i silent on line 8404 the mindtrick effect code, because i not want intereference about the effect of Confusion, it working however. second time, here the lightning class effect, is VEEEERY LONG. Very careful about the branks, or you get strange problems XD at the startt of time, i wrong the branks open\cleasure and i got some funny thing, like no visual efx on power 1 and 2 and the efx of power 1 and 2 of lightning... played with effects lightning level 3... togeher! O.o you can notice the effect is played 3 times: two times for the two hand of the force_lightning level 3 and the third time for the left end about level 1 and 2. Now for the force drain, same thing of the lightning. and that's is for force drain and lightning. In the third post i show you the other effects.
  20. Okay, men here there is ALL my code editing about the Legacy of Kain necessity. I hope someone can use all this thing for their personal necessity on other modding project. here is that: New weapon list: WP_SABER: sword, reavers, shield and glyphes WP_BLASTER_PISTOL: ball of darkness. WP_BLASTER: fireballs WP_DISRUPTOR: first shot: spirith death (kill istantly and separe soul by body) alt fire: immolation "burn enemy and disgregate the body. WP_BOWCASTER: lightballs WP_REPEATER: water \ ice Bolt, also use for Rahaim hydrocinesis. WP_FLECHETTE: earth bolt. i hacked the code for shooting only 1 stone projectile instead of six in the primary attack. WP_DEMP2: spirit bolt, huge damage on demon and vampires and monster, low damage on sarafan and sacred warrior and mortal creature. WP_CONCUSSION: at moment is for the stun and incapacitate spell, but i can use mindtrick and mindtrickscript on map about that so... maybe i edit for make a sonic spell with sonic shocwave? WP_ROCKET: exposive air ball WP_THERMAL: fire glyph grenades WP_TRIPMINE: plant that explode impaling enemyt, and sound sonic mine: explode stunning the enemy. DETPACK: stone glyph bomb, explode with a quake and paralysis on near enemies. i will what that someone explain me how to make the freeze code for end that. WP_JAWA:: sonic shoot. WP_TUSKEN_RIFLE: a bowcaster with fire arrows for human against vampires. WP_BRYAR_PISTOL a bow with sonic and light arrows. WP_ATST_ MAIN: huge lightning shoot. only NPC and demons WP_ATST_SIDE: primary attack: shoot demon hell fireball. secondary attack: shoot the huge energy balls of the Elder God. About Force Power: CORE POWER: FP_PUSH: cinetic bolt. liv 1: weak liv 2: medium liv 3: frontal shockwave FP_PULL: telekinesis LIV 1: weak attaction Liv 2: disarm weak enemies Livr 3: high suck attack. enemy fall on the platyer. editi: i make more transparent the pushblur. FP_JUMP liv 1: a little powered jump liv 2: vampire and reavers standard jump ability liv 3: Kain blood omen 2 \ defiance Jump. I deleted jump sound, the jump sound is mixed with voice characters on sound\chars\ folders, and so everyone can make a customize juimp: vampire play their voice, mixed with the sound of the spell. reaver not play the sound ofthe spell but a flap sound of their wings. FP_SPEED: slow time for enemy , acceleraion for vampires. i not make change FP_GRIP: grab, choke and move the eenemy, is the telekinesis of Defiance of Kain and Turel. i changed color of the blur aura into green, like into Defiance. FP_HEAL \ FP_DRAIN \ FP_RAGE: customize effect at second of classes of user: so the heal of the human is a white magic of sarafan chierics, the heal of vampires a read aurea, the heal of reavert the divouring of soul, and so away. FP_DRAIN: customization of effecy by CLASS: for vampire, drain the blood, for the reavers, drain the soul, etc. FP_LIGHTNING: every class now shoot a different elemental attack! dozen of new lightbning force effects! Yeah! There is all edit list: all start in weapons.H for players: i edited the value on weapons.dat. here, there is the speed, dmg etc of NPC about the weapons. weapons.dat edit ONLY player damage, NOT the NPC weapons damage. here the new settings: The second change was one of the more hardest: on G_combat, edit all weapons class damage at second of class on monster hitted by weapons, that's part is very long and strong to edit. but know JKA in my code is like a fantasy RPG: every class has elemental resistance and weakness. line 5754 of G_COMBAT.cpp that add also a saber resistance to all my golems and stone monster class and some class are immune to Noghri_stick. the funmny thing is that CLASS_DESANN, that i want to use for thre Hylden King, now is invincible to saber and to all attacks. i never understan dwhy. howeber, with this code, you can make a lot of modification: for example: some weapons deadly for the sith and unuseful against jedi, and so away. That's all for Code about weapons, next post: the code of Force Power.
  21. Yay i am near to the end of my work! soon i share my edit code with all community! i hope someone can use for mod with fantasy contest about JKA.
  22. Try to look into the game/g_missile.cpp code. i think you not definietd the "missile" shoot of the concussion, movement dinamycs, axis of movement etc ect.
  23. try with another model path on weapons.dat, change the path of the blaster pistol model on "worldmodel" voice. also, i recomend to you to name as tag_flash and not as *flash into milkshape, the tag, that's because should be renamed automatically in *flash during the GLM conversion of md3view. for the rest, should be work. if weapons is not showeb, maybe is milkshape that is'nt good for make md3 readed by game,is better to use 3d max or blender. how is the skin? make som escreenshot of your problem. so we can understand more and help you better.
  24. Well, i think about a strange idea for the future: someone will make a mod after JKA story and into the mod appears the ghost of murdered jedi of the New Trilogy. like in kotor need to find the star forge map, and into kotor 2 the master jedi disapperead.
  25. I am really at good poin, i need only to edit by class the effects of Heal and Mindtrick, and customize the sound of the effects changed and i end! after i realease all my edits!
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