Jump to content

Asgarath83

Members
  • Posts

    2,023
  • Joined

  • Last visited

Everything posted by Asgarath83

  1. mmm, stange, in my map sounds decrease with distance. But i use the sounSets. maye you need to make a custom Soundset for your work, @@IrocJeff for example, i have a map with a lake into a rocky montain up a swamp. i set the target speaker for play looped with soundset pool_lp. works very good. maybe yu need to specify a soundSet and not a single sound file.
  2. Amazing!!!!! @@Serenity937 Do you know if There is a way for make something like that for NPC Classes and Team also for force PROTECT and ABSORB shield? so i can make different color shields for humand mages and vampires!
  3. @@IrocJeff very easy your problem: make a trigger around info_player_start liked to a target_Scriptrunner that run as Usescript a script like yourmap/intro create the folder yourmap, edit the name with name of your map. make the script intro with behaved. at the end of all stack of setting parameters you can found the SET_FORCE_POWER_LEVEL 112\3 of all powers of the game. The game, for default, start a map with certain force power value. For reset the power in rthe same time of the starting, yu need the player touch the trigger, the trigger activate the scriptrunner, the scriptrunner use the script. into the script, yu need to set ALL FORCE POWERS OF THE GAMES to 0 value. after, yu build the script in IBI. run the map and you have a character with not any force power. for jump if SET FORCE_LEVITATION_LEVEL 0
  4. I agree that for personal experiences of making dozens of metal blades and swords for my mod. Use a shader about the texture. Yu need something like that: But in your case i suggest that shadering:
  5. Thanks for suggest! For target_speaker... there is not a range command of something like that? Ah yes, yu modding JO, i am modding JA. there are some differences. However yes, for trigger hurt you are correct. if yu play many MP maps on SP, the trigger hurt of the bottomless pit regen health... or armor, sometime. i not understand why a trigger regen the health and another an armor. O.o
  6. Nice work!!! @@eezstreet , so it's a combination of code color setting and a shader file? thanks!!!! Now i know too how too alterate this damn effects! >.< XD
  7. mmm, maybe i understood . when i watch the code some month ago, i watch some parameter of the code about forceprotect shader. i think if someone want to change the color of force protect, need to edit the code line of shader RGB alteration by a value of green to a value of blue or other, same for absortb. if i remember correct the parameters are in the w_force file of codemp for multiplayter and in the wp_saber.cpp in SP. in that file are setted also force powers efx, sounds, etc etc. look at coding section , there is an old my topic with some question about coding. atmoment i am ending a lot of maps for my mod, so for code i make later. see ya!
  8. After you make, can yu told here, how yu have done? i am very interessed: i am making a mod about Legacy of Kain. My force sight is good, is replace by Light spell of blodo omen so the aura is yellow and glowing, like a revelation enchantment. But i Need to edit the protect and absorb shield for make absorb purple and protect blue (like absorb) . so if you know how to make, thanks a lot.
  9. for change effects of weapons and force power like rage, push, pull, saber clash efx, lightning, drain,mindtrick, Yu need effected as tool. the data are stored on assest.PK3 file and in the effects folder: force folder for force efx, and the folder with weapons name have the efx of the weapons. efx, files can also edit \ appended with notepad or notepad ++ for change force sight, disruptor sniper mode , force protect and absorb... this is really hard. i not know exactly where are the shader and the textures of that's powerl, also, grip and push \ pull are blur effects and yu need to edit the sprite of the shader used for generate. there is NOT an efx file for grip, protect, abosrb, sight and for the disruptor alt attack sniper modality. but the sprites are allocated in gfx folder. gfx \ sabers yu find the sprites of the lightsabers. gfx \ effects\protectionshield i think is for force protection, for force abosrb i not know. for disruptor shot yu need to edit gfx\effects\yellowline or something like that- . however., they are on gfx/effects. gfx/2d allocate the sight shell and the sniper aim components. be careful tothe alpha channel, yu need tga or png immagefor edit that and something like photoshop or paintshop pro. for hard editing of force protect, absorb, grip, push, pull, sight efx: the unique is use cmake and visual c studio for scroll the SP code game or the MP codemp file, for mp the efx shoul be on weaponinit and in w_force files. for single player on the WP_saber.cpp shoul be also the parameter for efx and sound of force power, IMHO. i am not much sure of that, because i have not again edit effect wirth the code, but i have edit all weapons effect for my fantasy mod. for weapons is easy. for the force power not much, some power shader are setted by the code, and there is not an external efx file for protect, absorb, grip and sight and push and pull. the pushblur.efx it's for the animation of the BOTH_VICTORY_STAFF.
  10. Nice works. I have watched some maps in past when someone used "cullrange" for the sound of target speaker, like in effectED. but i am not much sure of this can function. However i like your idea of trigger multiple.
  11. A beast like Krayt dragon is very huge, so also its launch can see him easily. I suggest to use mimetic colors with the ambient of Tattoine deserts and canyons. For a natural evolution, i think a beast so large can exist only hunting the foods with ambush and mimetize. The victims can see dragon krayt only when is too late. If the dragon be discovered too easy alls escape immediatly. a beast so huge if it's not mimetic, can be discovered ad greeaaaat distance. And so... not food for Krayts.
  12. Yes, you're right. mmm, i think i need to start a specifical request about that, my vampires models are good, but zephonim really, are only an hybrid betwen the old filefront mazrak models and a reskinned hylden revenant vampire undead of Defiance >_>
  13. My mod is modular and is for SP, yes. i wanna make the deleted chapter of The Dark Prophecy using JA engine for make the storie wehre Kain restore balance, return in soul reaver 1 age and fight the Elder god. Also, that's should be clarify the presence of Vorador in bo2, because vorador shoul be dead. So someone has resurrect the old Janos Audron 's right hand. I think i can manage that in a dozen of levels \ maps. also, Kain found the four missing fragment of balance embleme for Make more poewerful the reaver. Kain can use six version of the reaver with charging powerr and shockwave attack when reaver have killed a certain amnount of enemies. i think a systemn with 2 SAB files for every elemental reaver: one for uncharged saber and one for charged saber with shock attack. a script run when enemies killed reached a certain value, maybe tens. and Kain for a dozen of second can use the sword at the max ot his power. also, for all enemies are enabled a Painscript that affected their behaviour when hit by the blade. for more realistic in that scrupt system, when the reaver is load the weapons are locked, so kain cannot switch weapon, but i think kain can fight Only with reavers and the Dark GIft (force powers modded) the shoots weapons of star wars are replaced with elemental bolt shooted by hands of magical enemies. the reavers power ares.... Soul reaver : very powerful, destroy the body and devouring the soul. allow Kain to see hidden enemies and trap with the power of Spirit Forges. (Defiance sacrifice of Raziel ) it' useful against hylden and demons. Blood reaver: drain the blood of the enemies for regen Kain health. Useful against humans enemies. Conflict reaver: fire atk. the enemies hitted by the charged sword fights each other (like force telepathy level 3) Dimensional reaver: space distorsion efx. the enemies are huge knockbacked, fours NPC kain appear for some second for help kain into the fight LOOOL Are useful for massive fight with a large amount of eenmies Energy Reaver: the sword emit lightning and electrical atk. it's useful against metal enemies, like sarafan wraith armor of Malek Bastion. Time reaver: Kain speed movement and animation is increased. in the chargin Kain is VERY fast. Missing powers by find to upgrade the sword: Mind Reaver: all enemies around are stunned by shockwave attack for a few seconds. Nature Reaver: spawn vegetables that lock enemies movement. inflict Life Damage. Make kain immune to water, so he can swim, also inflict high damage to undead and unnatural enemies, like vampires. States Reaver: a blowing explosion of acid can create a path into a solid wall and huge hurt enemies. the sword cut the walls and the matter light a lightsaber. (nowallmarks saber command is not enabled here ) Death Reaver: the shockwave drain all life around the area. mortal enemies are immediatly killed or weaked for the strongesr warrior. the Death appear into the effect for reclaim the life of the victim. it's a blowind explosion of darkness that sucks all soul around into the blade. Undead and vampires enemied drained by the death reaver fight for Kain and become his minions. (i have already maked with success the efx and the sab files for that's attacks!, ) After the TDP, i hope to make another project more similiar at an RPG game, with an Alliance of vampires and raziel's descents that watch the Pillars and the restored Balance, again criptical and with many menaces: the corrupted vampires, a new sarafan order, and the Hyldens, too. so this is my project. however, i need to use a large amount of ripped material because it's impossible recreayte the entire world of nosgoth using only modding ability... for an only or few person need an entire life, so my mod cannot be hosted on JKhub when i release. But also i have all models of original games of LOK ripped and animateed for JA (except corrupted vampiores of soul reaver 1, graphic too old and dizzy, i remake the clans with a better graphics, the unique that i not like much ares my zephonims >_> ) well, for Kain and Raziel i prefear use JA modding models for not have trouble of Copyright. mmmm i understand what you mean with the muscolar, also my Kain ripped by defiance it's not perfect in same movement. however thanks for all. Yes, defiance Kain not need scaled, but this model need a lot of scaling for be perfect Nice works however. i really hope to see in future also a nice Raziel model. (for the reaver's there is not a problem, i am already maked all elemental reavers, with shockwave atk and normal dmg version too, ) now i am ending the md3 model for my mod. after, i end the EFX of sword and spells. later i pass to the code, i need to edit some efx and create a system of class damage for elemental magics vbolt. every AI class of JA will be used for a certain kind of creatuyre, so like DEMP2 is deadly for droid class, i can use the same system for allow that every elem,ental, weapon shoulbe deadly for a certain kind of enemy and unuseful for another enemy. Example: a golem: earth bolt (flechette): no dmg. air bolt (rocket launcher): high dmg. Understood?
  14. Oh, sorry, i not understood the Topic contains ._. ah, now i read better. It's for unused but however working code functions, rights?
  15. Star wars stuff and gunships are amazing... Gollum are... terrific! WOW!! pity need to be completed. but the model is very nice! If yu get scarry for that image, i never show yu the Blood omen 2 Hylden glyph blacksmiths >_> i have rigged the model for Jedi academy and i have a screen of an Hylden in the same pose make for scarry fun LOL... mmm, gollum model is very nice! pity is not again completed. when i play soul reaver for first time, and i see the zephonim clan of spider vampires, ... they look like a hybrid between smeagol and shelob LOL. when this model is released, can i make a "zephonim" reskin of the model for use for my Legacy of Kain mod? Zephonim are like smeagol for the aspects. for the other vampires clans of soul reaver 1 i have make good new model with modern graphic, but zephonim is a thorn on my side. Very difficult model to make... my result are not the best, i am not a modeller, and make a zeph model merging parts of other models is not a good result >_> . N Maybe the smeagol model can help me with make this creature? :\ About the gunships and New trilogy staff: they are amazing!! Nice work, really!
  16. mm, well, is not a great trouble at the end. Maybe setting the NPC of Kain with a scalex value of 105-110 can look little more muscolar.
  17. bug of JA code... well... for mapping: it's very hard force an NPC to enter in an elevator lift >_> On openjk code, i see that if i create a sab file with the SITH_SWORD command for define the saber type there are that's issue: 1 - NPC can be kiledl only by a quick fast shot or atk 2:- An NPC wounded with a saber_Sith_sword as saber, cannot be killed, become invincible. 3 - the NPC with saber sith sword custom sabers, not make the animation tavion_swordpower and the charging sword for the attack with charged blade. pity, shoul be useful for program a soul reaver saber. There is a way to fix that in the open SP code? Inventory on JA SP not work. Why?
  18. WOW!! nice project, eez! I hope yu have success with the project! Will be hard to wait for the reelease!
  19. on Info_player_start entity should be a spawnflag for not load the saber at the start of level. that's spawn is used on the t2_dpred level: jaden is capture by imperial and for all level yu cannot use the saber. ROFTL, i arrive really late! ahahahah XDD i tell the answer after eight pages of discussion.
  20. For what i learn about 3d modelling... the secret are in high resolution bump mapping textures, materials and shadering, not only in the complexity of model vertexes. Yu know that JA cannot have a mesh with more of 1000 vertexes so the model cannot be complex other a certain level of LOD. About color of Dragon Krayt: mmm, well, dragon need to take ambush in desert and confond itself with ambient, i suggest the color of tatooine: yu can make 3 skin for the dragon at second of the type of dragon: Dragon Krayt of the Canyons : red \ brown textures with geometrica bumpmapping motive for mimethize on the rocks, .,.. image the face of a tusken rider group : walk in the canyon and they arrive at the end of the path... and they see a cave behind . pity cave is the large mouth of the krayt: it's mimethic! XD - Dragon Krayt of the Dune Sea: yellow colors, and a shader that confondo the skin reflects of lightsun with the natusal sand reflection of the sun light, that's dragon can look like a mirage, a vision of the hot weather also, the dragon can hide and buried his great mole into the sand and stay in letargic states for a long period... yu think a dune is really a dune??? yu wrong! It's a dragon Krayt LOOOOL! - Dragon Krayt of the caverns: more smaller and with brown, green dark texture for mimetize into the rocks and the darkness of the cave. it's more like a loooong worm, like Shai'Hulud of dune, so have arts more smaller and move like a snake. well, it's a giant snake of the cavern. mmmm, mutant_rancor has 6000 HP so your dragon has 60 000 HP... yes, it's a good challenge. But i fight with Kain and the Soul reaver, my soul reaver SAB file making a damage of saber X10 LOOOL the soul reaver it's tjhe more powerful blade never seen in a game: destroy a body, devour and consuming the souls! *_* For that i have a little request: When you end the krayt dragon.... can i use the model for a monster of a temple of the ancient vampire? i am thinking to other elemental forges (like soul reaver2 and defiance game) and for the life forge i want to make a large amount of horrible and magical beast aligned to elements for be guardian of the temple. a Kray dragon as boss can be really a terrible challenge for Raziel (*i Laugh imaging the face of Raziel seeing a Krayt dragon behind him XD )
  21. O_________________________O AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!! *Run away! WOW! amazing! But a Krayt... Oh really, a Krayt dragon? i love kotor and i remember the krayt dragon with star forge map inside the cave of his lair... Have a nice work @@Vulcan , yu can make a wonderful enemy for JA... just a question: the NPC file HOW MANY Health point have? 9999999999999999999999999999999999999999999999999999999999999999999?
  22. Thanks for suggest, i never look that's parameter >_> maybe my next non humanoid models animated with humanoid skeleton shoulb fine knowing that. @@minilogoguy18 yes, i know what yu mean, the soul reaver 2 fire demon models that i have rigged with humaoid skeleton are little strange in some movements. >_> but a big demon not need to get acrobacy, only brutal atk and shoot fireballs so they are fines. for player model is more difficult, yes. Kain muscolar like in defiance shoul be fantastic, but it's hard to rig correctly. i have rigged the original model of defiance at moment and was really a terrible, terrible work. O.o For texture is very good. for muscles... mmm, look, You can pass me the fine rigged model with max project and a muscolar version of that model, i can try to rig the muscolar maybe? i have rigged a large amount of monster not humanoid with JA humanoid skeeleton and moevement, are not perfect, but are acceptables. also because in combat player look more to stay alive that to see every frame of animation if it's correct. O.o however, i can make a try, my original Kain move itself very good i pass the last year at rig LOK models of BO2, SR2, and defiance, so i have a good experience of rigging. i wanna try, if possible, if yu can make the body little more massive like in the screenshot. maybe 2 version of kain, one no muscolar and one muscolar, and at the end for the mod i can choose the better.
  23. it's very good and the textures are really of nice quality. At moment i am ending with soul reaver 2 md3 modfels ofr elemental forges tempple, some models need to be ripped derectly by the game (yes i know the mod WILL NOT BE HOSTED on this site. XD ) and after i get the efx and the codes. by i can tell you two issues: 1: lips are not so big, are more thin. simply of the same color of the skin and crappy and roughs, are lips on a old granitic vampire, not of a trans LOL. Kain is a millenarium vampire. he hjas something like 2000 years of undead life. 2: the body is too thin. it's possibile to scale for making more.... strong and granitic? In Defiance Kain have a great body. Edit: i see now the other post. i see yu have fixed the lips nice work! Terrific with big lips ROFTL ahahahahaha, XD. i not think kain have some particular sexual inclination for use lipstick. however yes, now is much good. It's possible to make the body little more.... mmm... muscular? It's granitc as body. for the rest is wonderful. the Reaver is fantastic!! It's MORE better of the blade that i am using for the mod! A reference pi
  24. The baddest thing of EffectEd is the program has not an Undo Command. So if yu delete an effect component for error, yu can only hope of havent's saved after. also, have not an append function for merge 2 effects together, need to copy a efx file by notepad in the file yu are editing. >.< but for the rest is not much bad, also if not show much sprites correctly. mmm, well, is not a good tool, but sorry, there is not a substitute for EffectEd.
  25. I am very interessed about thats function for my mod about legacy of kain. but i think that coding new force power have a incredible potentiality for every mod or conversion really, JA has not much force powers. can have 32 powers, but game get only 16 powers. I need just a stasis power for incapacitate spell, also blind is interessing for the power of the dark reaver. (make player invisible to the enemies) If You have success with this work, can you contact me about or show me the solution? i am very interessed to learn how to make SP force powers. WIt's a long work however: yu need also to configure the NPC command interface for allow Cheats for the power, specified the 1-3 level of rank of the power, and also, yu need to make the power usable in NPC file, so also NPC can have for attack the player. need also to specify sound and efx for the new powers and also, the function "forcerestrict" of SAB files for the new powers and HUD icons and the power selectable on the HUD. O.o for make really a good work, at end, need also to add the power in the cvars assets of ui menu for single player for learn the power or add rank into the course of the tier tasks of the game. It's not really easy, making a force power need a complete reconversion of game.
×
×
  • Create New...