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Asgarath83

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  1. Thanks eez, when will coming the time for that class, i will find a little help. need to analyze AI_JEDI and AI_SANDCREATURE.cpp file for understand how make that. Surely is not simply create a new Ai file and append the Reborn function in a copied sand_Creature.cpp i think need some adjustament in the attack script, maybe is possible appending all reborn AI in the attack script when monster esc by sand, instead of original devouring script. Sure need to specify the condition for a new grounding dive action of the enemy spawned. But yes, can be very cool, and not only for legacy of kain, if i have success to do that, i can share it, maybe should be useful for same mod like Resident Evil. :Q______________
  2. 1: i see weapon data can do only same of all parameters of coding, is possible to soecify also other parameters? example: there is the muzzleffect setting, but not the explosion effect \ etc etc, i not know if there are some specific key for altering specific effects entries like the kind of effect of the shoot, or of the impact, in weapondat are specified only the muzzle and altmuzzle effect. so weapon.dat can work also for the other effects? is yes, how? there is some specify unknown command for edit? 2 ok, thanks very much however, if anyone know, please contact me. i know, the SP code is a new field of knowledge. 3 thanks very much i will see demp2 parameters for that and replies for other weapons with my own damage classes. 4 : oh, nice idea! O.o thanks! yes i will check the mindtrick level 4 parameters for see how can control NPC weapons. 5 thanks for told me that. 6 yes, for sonic and for poison, i have already seen the interrogator droid AI and the poison referenc is at the end of the file. 7 Thanks very much for the suggestion! 8 mmm, maybe Q3_interface, well need to hacking the coding parameter of interface to icarus, and need to hacking icarus source together. :\ mmm, it's little hard. 9: NPC stats: great!!! lol thanks very much! "Be frozen by a boss" D'oh! O.o a little other question: in my mod shoulb be also some zombie enemies. i am thinking about they: if is possible to create an Hybrid class, maybe doing an AI_Zombie.cpp for create the class zombie. well, is pratically how the Reborn class, but with a difference: when the enemy make force jump for attack player ... Not jump... but go into the ground like sand creatures and surprise player raising by ground. i think shoul be very cool like effect. is not possible to make that simply with CLASS_SAND_CREATURE in npc file, because the humanoid enemy in that mode,... dive the ground and devour the player... not exactly what i want. O.o
  3. Oh thanks very much eez! I will do as soon as possible when i can. i hjave pratcvially end my sword, so i by some days i can focus on my coding troubles. Thanks very much! if i get some trouble, i will inform to you very kind, as ever @@Circa: well done i not know much the forum, so sometime i can use wrong section. i am apologyze for that.
  4. i edited the batch of my mod as you told, but not change nothing, the game is executed pretty good without any bugs, but the issues persists. the mod works, i have talking bad, sorry, what i wanna mean this morning was that's i cannot take screenshot or minimize when i using openjk or jasp builded with open jk solution as exe of the batch. that's the true: i have downloaded the openjk code and maked a build months ago, but has creating me only the SP openjk86_sp woriking, te other crash and get a Vm error, same for the mp. but cmake not work fine on my computer, and also i think i need to upgrade with the service pack for windows visual studio 2010 sp1 my OS. maybe is a building issue. the command not get me error, simply is ignored and not work. well, is not a pressing matter for me if screenshot working however, where is the specific folder of the saving of screenshots? i have no other idea. maybe i need to fix my building trouble, but are very large problem, really with the code i am a disaster. i have not again a compiled system that working fine. i not understand again how function in really. is very complicated, i am more good as modder or mapper of model assembler. as coder, i am unuseful. i have an old windows XP SP3, but the pc is new and have only 1 year. has 1 tera of processor and an ATI radeom as video card. i cannot use windows 7 because i have some heal problem and is very tiring for my eyes and my brain, i am photo sensitive and win7 has some bad glow effect and a resolution of default too many large. i use pc many hours for day, so i need an user friendly monirtor with large icon, and sweet light effects. so, i use and old OS. i edited the batch of my mod as you told, but not change nothing, the game is executed pretty good without any bugs, but the issues persists. the mod works, i have talking bad, sorry, what i wanna mean this morning was that's i cannot take screenshot or minimize when i using openjk or jasp builded with open jk solution as exe of the batch. that's the true: i have downloaded the openjk code and maked a build months ago, but has creating me only the SP openjk86_sp woriking, te other crash and get a Vm error, same for the mp. but cmake not work fine on my computer, and also i think i need to upgrade with the service pack for windows visual studio 2010 sp1 my OS. maybe is a building issue. the command not get me error, simply is ignored and not work. well, is not a pressing matter for me if screenshot working however, where is the specific folder of the saving of screenshots? i have no other idea. maybe i need to fix my building trouble, but are very large problem, really with the code i am a disaster. i have not again a compiled system that working fine. i not understand again how function in really. is very complicated, i am more good as modder or mapper of model assembler. as coder, i am unuseful. i have an old windows XP SP3, but the pc is new and have only 1 year. has 1 tera of processor and an ATI radeom as video card. i cannot use windows 7 because i have some heal problem and is very tiring for my eyes and my brain, i am photo sensitive and win7 has some bad glow effect and a resolution of default too many large. i use pc many hours for day, so i need an user friendly monirtor with large icon, and sweet light effects. so, i use and old OS.
  5. So with pure game, and if i run the open.jk.exe with a batch file for execute my mod not work?
  6. Edit: Screenshot work very fine! Minimize not work, i tryed /minimize in the console command, minimize, and alt + tab or altgr + tab nothing happen. :\
  7. @@Yberion . sorry, i not know was existing these commands. very useful, i try know. @@ensiform: thanks for explanation, now is clear because i have that problem.
  8. I past here the discussion i have started in the open jk section, because, not knowing much the forem, i used the wrong section. ------------------------------------------------------------------------------------------------------------------------------- Ok that's my trouble. before ysing Open jk and using original exe of JA, i can minimize the game launching before a game an utility called JAminimizer, if i press contrl + z reduce the game to icon or expand. very useful when i working or chatting. also, is very useful for take quickly more screenshot with print key, after i open paint, i past into paint and save the screen. Now with open jk exe, i cannot minimize more JA with jaminimizer utility, so.. there is some way for minimize the game or take screen quickly? Thanks for answer. QuoteMultiQuoteEditReport #2 YberionPosted Yesterday, 10:15 PM /minimize /bind your_key screenshot Like ThisQuoteMultiQuoteReport #3 ensiformPosted Yesterday, 10:19 PM /minimize, Alt tab also works too. You do realize the game has screenshot tga, jpeg, and png (png is broken in sp) built in right? (And it always had jpeg/tga screenshots in jamp/jasp.) Saves to homepath in mydocuments under My Games\OpenJK. JAMinimizer/Q3EMinimizer looks at the window title, which is no longer the same thus utility is not usable unless you go change the code, which is available somewhere on github. This should be in OpenJK discussion and closed not really an issue here >.< Like ThisQuoteMultiQuoteReport #4 CircaJKHub StaffPosted Yesterday, 10:58 PM @Asgarath83 Moved to OpenJK forum. No need to close it.
  9. Oh, i wrong section. I move know
  10. Ok that's my trouble. before ysing Open jk and using original exe of JA, i can minimize the game launching before a game an utility called JAminimizer, if i press contrl + z reduce the game to icon or expand. very useful when i working or chatting. also, is very useful for take quickly more screenshot with print key, after i open paint, i past into paint and save the screen. Now with open jk exe, i cannot minimize more JA with jaminimizer utility, so.. there is some way for minimize the game or take screen quickly? Thanks for answer.
  11. Thanks, Pande, well, in that's case, i am already using the correct parameters, maybe i need only to fix the alpha gen const.
  12. Yes, is better if yu copy the "sky" texture for every sky you make, with the same name of shaders, and use it for the editor.
  13. mmm, to much red the amount of red here. Green and Blue light are pratically zero. This parameter set the ambient light of the map produced by the entire sky. try to fix this parameter. set like the other q3map_sunExt 1.000000 0.997119 0.857641 350 90 90 1 2 <- this set the sun, position, light, size, etc. the sun is good, is the sky that creating a red lightning. maybe there is too many hydrogene sulphure on the atmosphere? O.o No, really, edit the value of the RGB color. yu can have an idea of what kind of light emitted by the sky opening GTK, putting a Light into your shene and setting the Light rgb parameters with k key (if i remember correct is K) yu open a box with an RGB filter for setting the color of a light entity into the map, when the light get the color do you want for the sky light, see the light parameters of key value eand copy the _color value into your shader file. so yu get the same tonality at the light brightness of your sky,
  14. Wow, good to Know, for me is a wonder know that. Thanks Eez
  15. mh, i have a strange idea for your problem. Binding can make with menu or console game, setting an event produced by an animation is a think that can do only an animevenet.cfg file, the solution of your problem can be this: you need a large amount of C++ knowledge, yu need to creat a command for the animevent.cfg files that allow you to make a binding function for automatic associate animation -> key to reproducing. the key can be setted later in the animevent.cfg file with the new command you have programmed editing the code. is something like create a new function like AEV_SOUND or AEV_EFFECT and is the only way for do that, with animevent.cfg of the models file yu can set also the frame for the binding. so yu need - a large knowledge of programming - search into the code the part about the function of all mechanism of labial lip movement. - searching into the code the functions about Animevent.cfg command lines. - create a command line for Animevent.cfg file that allow you to bind a key to an animation for reproducing the animation itself, and that's is the more complicated part. - compile the edited code with this new implementation. - create your binding in your animevents. you can do so a generic binding key for the five animation of lip movement in the _humanoid animevent.cfg file, or specific animation with a new animevent file to add in a specify folder character, for bindinbg the key for only that character. maybe i am crazy, maybe i had some nightmare in the sleep and i am awaked now, but i not have another idea for resolve ypur problem. for align with the name of animevent parameters, you can call the new command AEV_BIND, likethe command AEV_SOUND that produced a sound by an animation, or AEV_EFFECT that can produce an efx. effect by an animation.
  16. an hint: making my mod, i see that nbot all models are suppported for labial \ face expression. well all depending by the weight. there is something unknown in the script that regulate the movement of some bones when the characters does the talking animation. On modview in the head animation is possible to see on the JA skeleton and cfg fiels, but NOT in JO, the single 4 frames that together make the lips movement. that's another hint i can do for you. For making a character with facial expression you need: - a humanoid character with eyes, eyeball, mouth, face, and lips. if some part is missing, yu need to create, for some of my charatcer of legacy of kain mod, i need to merge into the model the mouth_eyes mesh, another big trouble i had to do was to fix the eyes for suture the eye edge to the eyes orbicolar of facial. XD terrific terrific work: vertex for vertex of fixing xyz coordinates, Argh! however, when yu make the weight yu need to be careful. use the cervical for weight the nek, the cranium for all head and hairs. for the front , yu need the ceyebrow bones, if yu weight the front on this bone, yu can have a frontal movement of the skin for emotive expression. for eyes animation, you need basicall to weight to leye and reye ones the respective 2 eyes, be careful the face bones are perfectly collimating with the face or this can create some strange deformation of the face with the eyes movement. i have some model that beat the eyeball in a mode little strange. O.o well, are not all humanoid, i FORCED the models to work and have expressivity of emotion. O.o however, for the talking. is very easy: the lower lip, the chin, the nek frontal part congiuntion with the jaw... you need to weight to the jaw bone. the jaw is the key! the upper lips and the cheek at cranium, the lower lips and the chin at jaw. in that's mode, yu can create the mouth movement animation. about how this working, i thing is strongly hardcoded in some place of the code, and i have no idea or where is or what kind of istruction are setted. i suppose that is something like "if the model is producing a sound with the CHAN_VOICE or CHAN_VOICE_GLOBAL move the jaw and the lip with animation BOTH_FACE_TALK0/1/2/3/4 in a random mode,of something like that until the sound track played is over. after, break the animations. I think function in that's mode. for the weight i have direcrt experience and i am sure that function. also, the CHAN_VOICE and the CHAN_VOICE_GLOBAL are importat string of the icarus code that acrtivate the lip movement. the other CHAN command seems not not affected the lip movement, for facial expression,. is automatically setted on the combat. the NPC with the front weghted to Ceyebrow bone making an anger face when fight. in cineamtis is possible to script the facial expression with icarus. there is a command for do that, now i not remember the name of the set comand. i do some cinematic in my level with dialogues, so i know how that's work. what i not know is how that work on the code. i not know in what files, what command line and what section of the code are setted the intercation betweeen the voice audio track, the CHAN_VOICE script and the bones movement\deformation of the model. but in every case, is really a wonderful work. i am ever wondered by the JA labial animation
  17. well, i played EY4, i prefear the lost map expantion, i love that non canonic mod. is really well done maked, not an only crash. the developers make EY4 at time before of openjk, so i admire they ability of modding without create devastating game bugs. in EY4 there was models of darth maul (as the enemy) aayla secura, mace windu, and yoda, also if they are called with another name.
  18. Well, Yes Polarity, the Viennetta is that. If yu want yu need to create an Italy map with trigger teleport for you O.o LOL eh, in every case, i am sorry for my bad english syntax. i use google translator for fix a lot, but is not the miracle.
  19. That's mod is a conversion for make JA a bounty hunter games or a MOD center on a boba fett tale? Well, i love the idea of pilot a bounty hounter. I not see the time of see some progress. Boba is one of my prefear characters. for the Force power replacing, i have see something like that in a mod about a clonetrooper, all power was replaced with clonetroooper abilities. the heal can be some mandalorian nanotech regeneration skill of wounds. the drain can be some new kind of weapons that infuse energy to boba by the victims. the lightning should be modded as the flamethrower. there is a way to play the flamethrower of bobafett and flying as boba fett using the original bobafett: yu need simply to create your bobafett as NPC with CLASS_BOBAFETT parameter and in the menu when loading a map on the ui interface set wait 30 playermodel "PC NAME" the result is you play the level with bobafett abilities. if yu jump yu can fly and levitate with the jetpack using force jump, yu need force point but you can fly really! if you use the force lightning power you shot with flamethrower. yu need to set a bolt_flamethrower tag on left_hand of your model for get this working. a time ago, i create a dragon in my mod. i programmed as boba fett the NPC. with CLASS_BOBAFETT when i get playermodel command, i can use the dragon, fly with him (i replace jetpack sound with a sound of bat wings flapping) and i set the bolt_flamethrower tag on the mouth of the beast, oriented with a particular angle. so, when dragon cast the force lightning.,.. spiitng a flame jet of fire by the mouth! if yu need help for define the force power or if yu want to see the flying dragon spitting fire model for see how to make, let me know.
  20. Well, i modelling the weapons on 3d max and after i export in Quake 3 format md3 with a plug in, after, i use md3view of sdk folder, need to be configured for worked, md3view is very case sensitive and hate the long path address. so yu need to make a folder base in your c: with models folder and inside models the folder weapons2 and the folder map_object, for map_object: when yu are finishing a map object with max, export with md3, put the .md3. creating a folder in map_object with the name of map and put the .md3 inside him. create a skin file, like the file SKIN that used for character on JA, on skin files yu can specify for every mesh the texture yu wanna apply. example of a skin file, architecture of script isvery simply is mesh , address of texture.:; chapelblock.skin 3d_object1,models/map_object/chapel/chapelblock.jpg 3d_object2,models/map_object/chapel/woodblock.jpg etc. okay, open the chapelblock.md3 with md3view navigate into the folder of your pc until you find. yu see the model white and with no texture. go to file "apply skin" command and select the skin file. - skin file need to have the same name of object, or yu get an error message. - the meshes named into the skin files, need to have the same name of the meshes of your model, if not, yu get an error message. if you see the message that texture is not found of something check the paths of skin file if working goods. however, when you open the skin files, yu see the model magically textured. at this poin yu need to simply to export as md3 and md3view will save the model with textures applied to the meshes. also, yu can export as GLM, for sabers, is the same system, but the folder is weapons2 and you need a create a different folder for every saber for contain the md3. i suggest you to make the enumeration simple if yu have a mod with a large number of saber. so yu can make sword1 folder, sword2 folder, sword3 folder, etc etc. REMEMBER: for JA game using "export glm without *90degrees rotation" . or you can have some trouble with the tag orientation, yu need the tag blade are oriented in correct mode. if not, yu get some funny and mad effect when yu use your blade ingame... the first time i was a disatser in tag orientation and every saber had a blade oriented in angles very strange... 90° 18'° degrees.. 90 degees at left.... lol, a time for error i make a saber with the tag blade oriented on 180° wrong and the blade pratically was penetrating the player AHAHAHA. Is not much cutie to see, so be careful with tag orientation. i suggest you to save a max scene with a tag fine oriented at 0 0 0 origin and when yu need to put the tag on your model simpluy merge the scene and moving the tag to the point of weapon you want the origin of the blade. well, that's is how i work with md3 for map object and saber. is the more fast mode for apply the textures. for me making sword and map object is a work of factory. i fell like a blacksmith that create in sequence... O.o i can pass a day assembling 15 swords together with md3view, and all pretty working. a suggestion: when you make your saber, rename every mesh for starting the name with w_ w_saber w_hilt w_blade etc etc i ever use that's names on my swords. that because the engine want that saber mesh start with w_* well, is not really necessary but making more compatibility to the swords. i getting trouble and crashes with same swords, i not did that until using the Openjk exe. now i not have more that's problem. important thing: NEVER do a mesh with more of 1000 faces for your sword... or map object. they crash the game. if yu have a mesh with so many faces, detach in more parts.
  21. Thanks, yes, for weapons i ever used the lightingdiffuse, tcgen and lightingspecular parameters, i see that lighting specular do the metallic reflecting and is very useful for the blades, and the tg_gen enviroment is useful for lucid surfaces, metallic, marbles, etc. for rock and wood i think is best the bumpmapping. but i never understand very much the language of shader file. so your link and your istruction are very useful. Tnanks a lot! ^^ rgb gen identity and the lightingdiffuse are good for flesh, hairs and dresses. Eyes need a tcgen enviroment. this is what i know about shadering with my experience, but i wanna see if someone know some other parameter that can create more realistic materials effect. i will study the q3map2 shadering manual. thanks a lot!
  22. Well i am ending the Blades for my mod. After i need to do a looong shadering work about every sword and every character for make the best graphic and the best realistic result. I know today people look graphic as gameplay. How can i set the .SHADER file for create the more spectacular shadering about swords, blades and characters? I accept any kind of suggestion.
  23. Sorry for late. at moment i am working about the sword and blades of my mod. when i end all blade i can config the NPC and SAB files, and so i can do some video of testroom with character for show to you. I hope yu enjoy the work. See ya soon. I need again to do the blade of soul reaver 2, blood omen 2 and defiance. If not, my NPC with what fight? With melee? i think is not the kind of video you wanna see. LOL. See later. After this work, will come the time of the coding ... (aaargh! *scream like the Scream of Munch* ) and for coding i will need really some help, oh poor me. :\ Well, except the force powers, i not need strong hacking of modification. it's just some change to weapons trappedeffects, the class damage function added to the game for all weapons and not all for demp2. for the new dark gift \ force power i suppose i can manage via Behaved \ Icarus with a particular game system. Really are too much complicated to do at moment. the single player source code is again unknown. I need some experienced and talented help and at moment only MP code is knew for well. Well, see when i end the weapons. Ciao!
  24. Ok ok polarity, keep calm. :\ I avoid to take part on topics when i not have the clear answers for help, okay? I have the bad abitudine to help also when is not the case, so i pass for inappropriate or pedantic. You are not the first that tell me that. Well, it's late, sorry for distub. i go. 'night.
  25. Ahahahahahahah, well, at dinner we have beans, meat croquettes, ham. Mmm in the fridge is the Viennetta I think. is a type of ice cream. is not really tiramisu but is very good.
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