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Everything posted by Asgarath83
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I am sorry, but i not use TeamViewer for security motivation, I am very jelaous of my pc and i not like when peoples watch inside it. If yu need some help about the light colorize you can pm me or ask to some other. Exactly what's your problem?
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Moving/rotating several entities/origins
Asgarath83 replied to Boothand's topic in Coding and Scripts
D'oh. Okay. XD -
It's nothing friend. Have fun
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Very Useful! I am reading too
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Moving/rotating several entities/origins
Asgarath83 replied to Boothand's topic in Coding and Scripts
Is not so madness as thing. O.o but yes, is an idea. if the boat make a jorney in a river, yu can make something like the t1_rail map. remenbers? the roofs of palace repeating forever their path. i have edit that's map for my mod some years ago, and for what i see, was very funny XD basically the all palaces go in a loop scripted train around the train. when yu play t1_rail, yu got the illusion of train do a race into the city. in really, the train not move. is the city that's moving. You can try something like that, maybe but in that case, yu need to make all your level into a boat race in a river or into the sea. -
Adding NPC and entity ending the map. Well, when i am doing a map sometime i use that's procedure: 1: create the skybox and the weather and ground. 2: create and assembling the map. 3: make the level. 4: putting door, elevator, and breakable, misc model, funcs entity and make it functionally. . 5: adding NPC. the NPC part for me has two phase: in the first, i simply put all NPC i wanna for level, and i set the trigger that spawn with all npc conencted at the trigger with the same targetname. i use name like "eagle1", "eagle2" "squa1" "squad2" . after i make the scriptrunner and are the script to spawn the NPCS with use "targetname" and NOT more the trigger itself. in spawnscript i can set specially parameter for NPCs, so i can set for every NPC an amount of health, armor, force power, and ability different. that's allow me to make the NPC with a large variety of skills, so fight is not much reperititve. because every enemy os litttle different. there is the weaker, the stronger, the altfire enemy, the armored shield enemy ... also with fleescript is possible to make ulterior customization of the enemy : when the health of enemy reach 50% of value yu can change parameters, recharge his armor, change his weapons, make he use altfire and others. the NPCS waves. so i can test the level and fight with NPC that appear in the areas when i go over and over and over... 6: put bonus \ item \ ammos. secret area \ check point. 7: script the NPC behavior, parameters, events, music, etc etc. 8: cinematics and detailed scripting of particular event of area. 9: light. yes, i put the lights for last because i test the level ever in BSP META build and i using the final BUILD only at the end, because the buuild time of the light map is more long of make simply a meta. 10 debugging.
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[Request] Noghri of Retribution
Asgarath83 replied to Lamented's topic in Mod Requests & Suggestions
O.o Sorry but... Hahahahahahahaahhaahahahahahahahah!!! Oh, that's was VERY FUNNY!!! -
Yes, the light emitting shader. Thanks Szico!
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Firse: go in preference optiojns and tick the function "show light radius" so when yu place a light, yu can see a circle that show you what area or places are enlight by it. - place a light: go into the map, right click on a point of the grid, put a light entity - set color of the light. select the light: K key and you have a wonderful RGB panel when yu can set amount of red, green and blue light. - amount of intensity of light: select the light, N key and yu can see the entity panel with all option at your disposition. set the command in the "key" and the "value" example: targetname: ligh script_targetname: lightb target: info_null3. kind of light: yu can see a list of number with a command, i not remember at moment the name of command, but every number is a kind of light, so you can create a directly light, a flicker light like fire or torch, or an intermittent light, or a light with bad functionality, like a shocked lamp. XD spot light: simply select a light, select an info_null placed oriented in the direction yu want the beam of the light and press CONTROL + KEY. for amount of lightness: if yu set a negative value of -1000 you can create a dark light, that's kind of light are useful for bottomless pit or shadows room: yu can... dark the area, instead of enlight. XD very cool. "light" overrides the default 300 intensity. - affects size a negative "light" will subtract the light's color 'Linear' checkbox gives linear falloff instead of inverse square 'noIncidence' checkbox makes lighting smoother Lights pointed at a target will be spotlights. "radius" overrides the default 64 unit radius of a spotlight at the target point. "scale" multiplier for the light intensity - does not affect size (default 1) greater than 1 is brighter, between 0 and 1 is dimmer. "color" sets the light's color "targetname" to indicate a switchable light - NOTE that all lights with the same targetname will be grouped together and act as one light (ie: don't mix colors, styles or start_off flag) "style" to specify a specify light style, even for switchable lights! "style_off" light style to use when switched off (Only for switchable lights) 1 FLICKER (first variety) 2 SLOW STRONG PULSE 3 CANDLE (first variety) 4 FAST STROBE 5 GENTLE PULSE 1 6 FLICKER (second variety) 7 CANDLE (second variety) 8 CANDLE (third variety) 9 SLOW STROBE (fourth variety) 10 FLUORESCENT FLICKER 11 SLOW PULSE NOT FADE TO BLACK 12 FAST PULSE FOR JEREMY 13 Test Blending that's are the command yu can set on entity light, so for example you can do: light 1000 (intensity of the light) targetname lamplight script_targetname lamplight radius (i think the value set how is little the beam of light connected in a spot light to the info_null entity that direct the beam, so if yu set a radius of 10 yu can have a very focused beam light.) scale: number duplicate or reduce in scaling the strongness of the light. targetname: yu can use the light into a script with this command, if yu use in icarus "USE "targetname of light" value, yu can switch the light on or off. style:; see table. the number you set make a kind of light emission. the light of a fire, of a candle, of a lamp, of a pulsing lamp, a fluorescent light... etc etc. that's all.
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Moving/rotating several entities/origins
Asgarath83 replied to Boothand's topic in Coding and Scripts
mmm... I think we get the problem by the wrong way. I have an idea: and if Gnur create an entity a part, maybe a ref_Tag and connect with CTRL - K the entity to the boat and the door? and their so are all children of the entity? And so, the movement of Ref tag can move together boat and door in the same direction. mmm i not know if work, is just a theory. But if work for kor1 statues for the puzzle push of the upper chamberr of the catacombs (is pushed an invisible enetity that move the md3. model of statue with script) maybe can work also for your boat. -
We, ciao! So i am not the unique italian modder of the world? that's enjoy me! We ciao! Dunque non sono l'unico modder italiano di jedi academy in tutto il mondo? questo mi rallegra!
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I had the same problem in past. simply go to the grid of gtk radiant and make it for 0.50 0.25 or 1 map unity instead of 8 of default. because more detaied is the grid, more precise are the movement and position of brush and entities. and so yu can move the entity until it touch the wall without penetrating or be suspended in front of it. after you do, reset the grid to 8
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Moving/rotating several entities/origins
Asgarath83 replied to Boothand's topic in Coding and Scripts
mmmm... i not know if is possible, but... can you do the 3 entities like a func_group? do a back up of the map. and after you program the movement of all group. func group description: Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities. q3map_onlyvertexlighting 1 = brush only gets vertex lighting (reduces bsp size!) -
So blade effect spawn 1 of every primitives for frame???? : i not know that. instead, the hitperson, hitother and blockeffect spawn only once time, in the hurt. that explain because happening that. Very good. i set blade effect for count only of 1 - 1 value so is not so huge and massive. thanks!
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"sigh" my english is really so terrible? Well, i open the topic at 11 pm yesterday so i was little tired . that's affected my english sorry. Related the efx: i reduced to a low count of particle not more of 2-3 max 4 for every primitive of elemental blade effect and that's reducing the loading sufficient to show the efx of knockback. so you are right AshuraDX Mmm, well, now i am making the effect so is normal they are quitre massive. i will remember when i end the efx to reduce the load and get a better graphic impact for player eyes. thanks for suggestion! (yes myt efx really need a fix, if i get the SHADER_MAX_INDEXES_HIT error, mean that i do effect too massives. and i am photosensible, so is also for my heal. Thanks for suggestion. atfer i end to make the efx, i will check and correct all the effect too much load or with too many primitives. i think is possible to make some of spetactular also with a low load.
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Moving/rotating several entities/origins
Asgarath83 replied to Boothand's topic in Coding and Scripts
mmm, idea little stupid but... try to connect the boat to the doors with ctrl + k select the boat, and a door, and ctrl + k, do the same with other door. I hope that in that' mode , because doors become childrens of the boat, they are affected by the same movement. i ask a question about a similiar issue: is possible toi create map_object that can be moved by force push, or script? people has told me yes is possible: need simply to create a entity that can be affected by movement or push, like a physic clip textures entity around the map_object and link the map objkect to the enity phisitc clip. remember the korriban map? yu pushed 4 statues for open a stair that lead into the catacomb of marka ragnos tomb. is the first puzzle in the map kor1. i suppose that studying how work thats force pushing md3 statue can give you the solustion for your problem with the boat. -
Great... O.o The converter need again a lot of debugging.
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Okay, as i told, i am working with the blade. i am doing the effect of the elemental reavers for the wraith race. here can yu see 2 reaver with their knockback attack: the water reaver, and the eartth reaver. the first reaver give a little tzunami wave into the area that push away the enemy, also damage vampires because water for vampires of Nosgoth are like acid. The Earth Reaver create huge knockback damage and a little earthquake. https://www.dropbox.com/sh/idru6ikdbh6hzh7/Kd04RjTxOF Enjoy! I have also done the Dark, light, Fire and Air Sword. Now i need to do the effect of other swords. - Spectral: kill the ghosts. - Spirit: purify by corruption, use sacred damage. - Hell reaver: an infernal version opf fire reaver i know why i use. - Sound ReaveR: cutted by sr1, thats sword stun the enemies. The other elements are hybrid reaver sword and in my project is necessary complete rtasks into dungeons with magic forges for imbue a sword with the power of 2 elements, for example, in the magma forge, need to combine the earth and fire power. the hybrid reaver are thinked like upgrade to the blades of defiance. eveyr sword has 2 version, one normal with no knockback and the other charge and with max power with knockback. reavers will exited in battle. more enemy kill, more powerful sword begin, every ten victims, sword can use knockback attack for a lot of seconds. XD (i suppose i can make that's with a script. ) Elemental Hybrid reaver: Darkness Smog reaver: create huge cloud of smog. dark + fire together. Vacuum Reaver: suck the air and pull the enemies. dark + air. Poison reaver: poison the enemy. dark + water. Dust reaver: create storm of dust with huge damage, like earth, and knockback, like air. Light Lightning reaver: like energy reaver of kain,. the wraith version. Radiant Reaver: combine fire and light power for create a sword that make plasma damage, and burn enemyes with warm and radiations. Astral reaver: a sword with power of the dark and light together and effect into the space, and time, end energy. Fire: Warm reaver: fire + air: hot the area with a warm wave that stun enemies. Magma reaver: more dangerous of fire reaver, a sword with a power of a volcano inside! Air: Fog reaver: create a cloud around for blind the enemies. Storm reaver: well, create storm of ligntning and wind upon victims. Water : Ice reaver: Frost enemyes. Crystal reaver: crystallize enemies in glass only an efx, but shoul be cute to see. Earth: Mud reaveR: create a little swamp that slow enemies movement. Stone reaver. make enemy into stone. convert in stone the flesh hitted. create huge quakes. ------------------------------------------------------------------------------------------------------------------------------ Kain Reaver: after i do that, i need to create 9 blade for the vampire Kain, for the fragment of balance embleme. the Reaver of Kain have that's powers: Blood reaveR: drain blood by enemies Conflict reaver: enflame the nearest. enemy fight each other like mindtrick level 3. Dimension reaver: create a space distorsion with teleporting effects. I suppose is possible to make a strange effect with multiple Kain ghost md3 model that go to chase enemy araoun area LOL. Energy reaver: electrocuted the enemyes with yellow lightning. States reaver: combine power of element for making acid dmg and destroying flesh or coesion of the victims. Death Reaver: very dangerous. i not need to explain what do, right? Time reaver: animspeedscale and movespeedscale effect. create distorsion in the Time. Balance reaver: the last sword is more powerful of all, i have not again idea or how i do, is a sword. Well, when i finish all that, i configure NPCS and SHADERING, after i am ready for encode. bye!
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Well, Uvmapping distorsion, maybe yu create a new division: metal trooper!
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I am working on the effects of my elemental sword and i have an issue... well... are years that i have that's issue. if the blade has a bladeeffect, and the blade is setted like a bounceonwalls 1 blade and so make also efx of knockback impaxct with ground of walls (see my tutorial) basically i need to know how many primitive i can use in effectEd for generate the effect without getting JA run out of efx limites. because if the effects combinated into the map are too much or too massive, the engine hide the sprites and effect itself, so they become invisible. i noticed that's trouble already when i make my custom elemental magic weapon in substitution of JA shooting blaster and weapons. were too much weapons are used, too much efx are spawned, the engine, hide the efx of the last weapons. in the case of the sabers if the saber has a bladeeffect, is possible that hitother efx, hitpersoneffect and blockeffect is not completeley visible. the effect there is, sometime is possible to see when sword hit enemy or ground in certain angles, but if i get the sword withoit blade effect is all okay, if i get with bladeeffect, more sprites and efx are hidden and invisible. but splashdamage and knockback wark, is a graphic trouble. is an issue generated by some mechanism of contain the overload of EFX. i remember before i use openjk.exe that when i use too many effect at some time game crash with error "SHADER_MAX_INDEXES_HIT" the open jk fix the error, so game not crash more, but the effect are hidden and become invisible. how is possible to avoid that's problem? hjow can i do more light effect for avoid the overwriting of graphic memory of JA that cause that's issue? Is very frustratibng, passing hours to create wonderfuil effects, and cannot see in game for that. if use particellar blade efx for create my elemental blade, i have the problem of saturation of effect of hitperson, hitother, bladeeffect, blockeffect. i have use a normal lightsaber with no "bladeeffect" thsat spawn into the blade an particellar effect, instead, i not have that's trouble, how can i contain the issue? I am creating a spectacular mod with the .efx, but this trouble ruins all. i accept any suggestion.
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Well, the strange thing is that A1_SPECIAL fail to me not in import of XSI, so is not the XSI importer that has failed byt Exporting to FBX. LOL, the animation in 3d max work well, the strange things is that when export in FBX A1_Special crash.
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3d studio max 5. It's bad? EDIT: i upload my fbx in the file section, wait for approvation. I hope people enjoy my first gift to JK modders.
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Yes, a xsi -> FBX batch function converter should be very useful YESSS! i have ALL ja animation of humanoid in FBX. except the A1_Special that for some foolish reason crash 3d max when i convert LOL. ok i pack and up for you
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Really? You want ALL animation of JKA converted by XSI to max to FBX. O.o Okay! I find and upload for all you! Give me a lot of time. I need to search. is pass very time by that work. I hope i have already.