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Asgarath83

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  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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!
  7. 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.
  8. 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!
  9. 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.
  10. 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.
  11. Google translator does not translate exactly from Italian to English. but actually works better than the translator I in the brain. What do you think? Now It's better? to worsen the thing is the fact that we Sardinians have the bad habit of using objects before the complements of verbs.
  12. Oh, about my country: Italy is beatiful for art, monument, nature, castles and food. but in sardinia we have not castle, lol the panorama of my home is like Kenya... the mediterraneum vegetaion is all yellow, not green. uff. :\ really, i like more if i live on some beaty art city like Rome of Florence of Verona. however, at moment italian passed are a bad period, we have a catastrophical economical crysis, and our politician are very dumbs so we are in a falling ship on a storm sea. :\ for that, we are very nervouses. people has not work, and the youngness has not future,. more escape for find the work. it's strange. the begin of XXI century, for us, is like the begin of XX century. :\ as told master dorak... the story is ciclical. who not learn by mistakes do they agains. auff, really, my english is terrible. I hope i not been banned for my bad expressions.
  13. ROFTL. thanks. *close the mouth of the emperor with a big orange. ahahahaha, very kind. ^^ thanks Ony
  14. Ah, well, now i think i had understood. So you not wanna know alternative solution about that issue, but Why radiant and icarus do this strange bug. Mmm, i have no answer for that on your special case, i am sorry for that. I can only suppose that those kind of script create some indersidate looping of idleing of fhe inactive function. I suppose is the inactive function itself that has a strange behavour in that case. Is not however only a your bug, is an interessing leak of icarus system. i try your map and i see youyr script and project. to do to me the same things yu have explained. i am here too for learn more about that for my project, and because i am not good like cooder i am forced to learn more about mastery of the scripting. So i am too interessed to this strange issue of the SET_INACTIVE function. i suppose is something inside the icarus funcionality itself. but yes, is an odd thing. HHowever, not worry for have not see my post. is a strong discussion and is easy to lose something.
  15. Welcome. I see the screens of stations. is a nice project.
  16. LOl everyone against my english. the italian friend, too. XD. No i not use a translator. I try to speak. i have some trouble with the gergal expression and grammatic. for the error of ortography, is my mode of writing, is famigerated also in italian, sorry. Because i need to pay max attention to writing when i work on the books, i not have the will and the force for make that also in the internet conversation. my mental and phisical forces are weak, so i need to focus for do the max with the minimal. sorry. :\ well, i not study english by... oh my... sixteen years??? O.o, really, i see not much people in real life and cannot talk with much folks except my parents, so for english is more bad. i hope youcan have tollerance with me. yu need to considere that i learn the more of my english with kotor, kotor2, videgames and a mmorpg. so is not perfect. really not. :\ i am sorry. i know a lot of spanish but i talk bad of the english. so, or italian, or english, or spanish. i not know other way for interaction with strangers.
  17. Asgarath83

    Ciao!

    Mm, i was not much educate. how i am stupid. >.< i not have again make presentation. Well, time to remedy. My name is Davide, i am 30 and i at moment i am a young writer of fantasy science fiction. i not have much succeess again, because italian culture is very far about this kind of books and i ahve some trobles with promotion. however i am in a nazional competition and i am eights on the list of the more voted books. i hope the judgements like my opera. sorry for my bad english. however i have some little trouble in real life: i live in sardinia in a lonely place, unique son, with my parents. i havbe not much friends, and internet is my door for the world. that's because i have some genetical issue and a lot amount of heal problem after a bad disease i get on my teen age and make me 2 years of hospital, so i was costricted to leave high school for regard my life. well, i have passion of fantasy, science fiction, star wars, jedi academy game and saga. also i love the legacy of kain vampires series, and my other community is the italian community about LOK. i am working by years on a mod on Jedi academy for makling ana matorial Dark Prophecy for do a sequel to Defiance, because lok saga are unfinished. wel,, is pratically all about me. i do a veeery boring live. lol. i am here for learn about modding and a lot of coding, and for share my little experience, i hope to receive some help and be of some help. See ya. PS: i look this forum by a lot of time. in the pass months, i pass some time in the chat of JA coders of the IRC for the coding. Pity i am a disaster on the code. well, now i am ending to make the sabers and the last map objects. after this and the fix of NPCs of my mod, i wanna try to encode somethjing, about weapomns and force powre. i stressed the forum with some topic aabout that. i am interessed to SP gameplay, more of MP. i never played much the MP. i am a lonely player. i am not much good on the multigames. well, a greeting to alls.
  18. Well in that case, i leave the topic. Nice script, however. However, i was trying to help Gnur, and he was talking for me, so "no one is talking for me" is a form a lot offensive that get me unconsideration. In every case, your script is interessing. i admit that i never understood the function related the parim1,2,3, etc etc command, but i see that in the game are used about switch and door. pratically the "parm" with a number is a key associated qith an eneity of the game, so setting the parm to 1 is like activate the entity? is that the functions of parms?
  19. if is refer to me, because is first time that i go into a community of JA for getting help, so many things i learned by my self experience and maybe not all is correct. or maybe because simply i like the func_door entities because with that i can do a large amount of things. there are func_door that i not used only for making "doors" but simply moving object in a two sense.
  20. Wow, yu are more espert of me with scripting
  21. Ok i see. 3 errors. 1: in the opendoor script, yu set the closetrigger as inactive, true. setting on on inactive, false. because need to work for closing the door. 2: yu need to create the door as func_door setted for used in up \ down direction, yu can specify this with the angles. not as func static. yu need to set the door as toggled. yu not need the ref tag with a toggle door, a toggle door stay open until not be used again. 3: yu use deactivation script when the door run, so trigger cannot influence it move. yu need to create a target_activate named with script_targetname and targetname parameters. the activator need to be connected to the trigger of opendoor script. in the script of closedoor, yu need simply to set at the end USE "target_activate name". the trigger for re open the door is reactivated by the target_activate entity. is an issue of the func_static, however, is better if yu use func_door for that kind o things. is more adapt of func_static. to me func_static has ever done some troubles. i try to avoid to use func_static as entity, a func_door is more controllable.
  22. Oh, is easy to fix: yu need simple to use the flush function (the red symbol, not the affect, entity, flush) in your script. this delete and reset every script are running on your entity for avoid overwriting and sovrapposistion of the commands. i am a bad coder, but i know well icarus. i setted t1_fatal level for is a time level LOL. so, if the player not disarm the 5 bombs in 25 minutes of game... BOOOMMM...! like t1_rail if yu pass over the bomb on the hovertrain LOOOL if the five bombs are deactivated i used the red flush command for delete the deadly count to the total destruction if work for a bomb, work surely for 2 doors. use flush and reset all scripts. every script are running on the entity, with flush command are deleted and the entity is clean for new istructions. otherwise, if doors was NPCS, should works SET_ANIMHOLDTIMEBOTH : 0 but they are not NPC, so yu need something that reset the looping. the red flush command of icarus should be work.
  23. Because Eezstreet making 2 tutorial about add a new weapond and a new force power in the multiplayer, i am more interessed to the same thing about the single player. the max is 32 weapons and 32 force power. for force power there is a large possibility of adding. because their are only 18. 5 light, 5 dark (teamheal and teamenergyze unused and hidden on SP) and 8 neutral : push, pull, see, speed, jump, saber offense, defense and throw. weapons are much more, because NPC weapons fulls the slot, so is possible to addonly 4 weapons. I have some question about the coding of SP: 1: the difference about adding a weapons in SP: there is not an equivalent of weaponinit on the cpp files of code section, so, the information of "weaponinit" in what files are contained? 2: same for force: the w_force.c of MP have not the equivalent file on the SP, and so, for add a force power, what files contain the information of w_force.c and how need to modification? 3: a coding question: how to program a differenzial dmg class for the weapons like demp2 to with droid classes? 4: second coding question: how to unlock for the player the NPC weapons? (all NPC weapons, if is possible. :\ ) 5: third coding question: how to use properly the function of trapping the sound and the efx for a new weapons or new force power. in other words: how define what effects, sound and animation are used by a weapons and a force power? 6: how is possible to program a force power for making something like poison as interrogator droid, or the sonicpain of howler? 7: how to make a force power that do a dmg around as a shockwave, and not as not only behind like force drain and force lightning? pratically like a splashradius, splashdamage,splashknockback just for understand what i mean. for weapons open jk have the splashradius, dmg and knockback usable as command for weapon.dat. 8 how to make a force power usable by icarus script and editing behaved for adding the paramters SET_FORCE_POISON true \ false or SET_FORCE_POISON_LEVEL 1-2-3 for example, and make recognize by engine. same for the new weapons or the weapons NPC unlocked for player. 9: how create the command for allows to bot, and to NPCs to usage the new force power created in a combat setting with icarus or NPC files? i not want to do any kind of modification on my mod on the saber system, but i am interessing to the SP coding. more of MP. i need some alteration of weapons and power. my other idea is hacking simply the class damage of weapons, thas shoulbe easy, and the unlock of NPC weapons. A SCRIPT ALTERNATIVE TO THE FORCE POWER DILEMMA. for "create" the power of the force there is another possibility: pratically a way with icarus script. example: make an item like a n holocron with the symbol of tne new power and place into the map. wehn player take the item (func_usable and triggered, like t1_danfger items ofr part ships) run a script that setting for all enemies of the level a mindtrickscript. and get to the player the mindtrick level 1 level. the maintrick now is a modded as a generic power of spell. so , when player use on an enemy, run the mindtrickscript and the enemy \NPCcan affect by the more disparacted things: freezed, fear, healed like Rosh in VJUN3 boss battle etc etc. but this solution is little ... bad, because is possible to set only a kind of magic for time and for area of combat. there is no variety for player for choice effect of kind of power that can use in an area... the only way sh9oul be to add differenct olocron funcusalbe with differenct triggers for dirfferenct mindstrick script, so pòlayer can choice what kind of power usage, and every game the power is different. but is however a bad forced way to play because player is forced efvery time to go to the holocron posisions for change the "power" because i know only the base of C++ i can do only the basic things. but i manage pretty good icarus. so i suppose i can use icarus for do that's spells on my fantasy mod. the problem however is: is not enough elastic like gameplay for usage the power, for my opinion. if someone have a suggestion for make better this scripting idea of affecting NPC with a supplementar combat skill (lol, are only strange effect of the mindtrick LOL) i pray for teach me. For weapons coding i not having much choice, i need to do. not for creating new weapons, but for editing the existent weapons. well i suppose... one problem at time. However i hope someone can give some answer for this question. i have that's dilemmas by months...:S
  24. mmmm instead of set_inactive parameter of icarus, try to using two target activate and deactivate, a couple for each door. make they with a script_targetname key, so icarus can recognize they four. every door need a target activate and a target deactivate and they need to be linked to the door. target activate1 -> door1 target deactivate1-> door1 target activate2 -> door2 target deactifvate2 -> door2. when using the button yu run the script. into the script you setting a deactivation of the door and after, a reactivation through the targets entitities. i think should be work, i remember a map when i used activate and deactivate for 2 target prints. praticallythe character need to destroy 2 artefact for down a elemenal shield of darkness and complete the level. for each demolition appear a script of advice. but the advice are different, so i was need that the second destruction deactivate the first print to show again. well, was very complicated to do. however i supppose that deactivate and activate entity target can manage your doors better of icarus. yu need simply to put in the script "use "target deactivatename" and after a lot of time... use "targetactivatename" so the door still reset.
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