nono Posted September 22, 2003 Share Posted September 22, 2003 ?? Link to comment Share on other sites More sharing options...
ChangKhan Posted September 22, 2003 Share Posted September 22, 2003 ??? I take it you want some guidance? The main thing you need is this: a .veh file a .npc file a *rider tag Actually, that's about all you need (especially for non-animating vehicles like swoops and TIE-Fighters). If you want it to have exhaust and be able to fire weapons, you need some extra tags like *exhaust1 *exhaust2 *muzzle1 *muzzle2 etc... The best way to see all of this is to look at an example. The .veh files are in ext_data/vehicles. The .npc files are in ext_data/npcs. Both are editable with any text program. The vehicle model is in the models/players directory in the folder specified in the .veh file. The vehicle model is viewable with our ModView model viewer program. I suggest checking all of these files out to see how it all goes together. A good guide to the .veh files is the template.veh file in ext_data/vehicles. It explains what each field does. The same goes for vehicle weapon files (.vwp files) in ext_data/vehicles/weapons. Check out the template for an explanation. All you really need is a vehicle model (in .glm format) that's the proper scale and has the right tags. Someone could easily make an A-Wing or TIE Interceptor vehicle if they already have a model to use. MilkShape can import tons of model types and export an md3. You can then load the md3 in MD3View and export it from there as a .glm (ghoul2 model). As for animal-type vehicles, all you need is the .npc, .veh, *rider tag and proper anims. You don't need to make all-new anims, you can just re-map existing anims to the needed vehicle anims. Check out the rancor and wampa animation.cfg files to see how I did this, as a test (note the rancor and wampa vehicle files - there are no rancor and wampa vehicles in the game, but I did those as a test to see how easy it is to make new animal-type vehicles). Using this method, you could convert any of our NPCs into a vehicle (imagine riding a droid or Stormtrooper around!)... Once you've made your own vehicle, you can place one in the map by placing an NPC_Vehicle and setting it's NPC_type to the .npc file's name of the NPC vehicle. Or you can spawn it from the console by typing: \npc spawn vehicle <npc vehicle name> Without the "<" and ">"... Good luck and have fun! Link to comment Share on other sites More sharing options...
darkangel_vnv Posted September 23, 2003 Share Posted September 23, 2003 Just to note, you may have to apply the devmap before using the npc spawn command in Multiplayer. So, /devmap mp/ffa1 Or, through rcon /rcon devmap mp/ffa1 PS: If there is away to spawn NPCs in MP without having cheats on. Let me know, please. Thanks. Link to comment Share on other sites More sharing options...
Scoundrel Posted September 23, 2003 Share Posted September 23, 2003 Thanks ChangKhan. That helped, but I still have one problem. You can then load the md3 in MD3View and export it from there as a .glm (ghoul2 model). I found some nice MD3 models, but where I can get that MD3View program? Link to comment Share on other sites More sharing options...
sights0d Posted September 23, 2003 Share Posted September 23, 2003 If you're talking about modviewer (model viewer), it is available by going to http://www.jediknightii.net and going into the tools in the files section. Download the "jedi editing tools" and unpack them. Link to comment Share on other sites More sharing options...
DarthApollo Posted September 23, 2003 Share Posted September 23, 2003 So could someone please confirm this list of programs and where to get them? Also, please list any limitations such as version incompatibilities. From what I can gather, any aspiring modelers for JA will need: [*]some version of Milkshape (what version? can it be legally downloaded for free? if so, where?) [*]JK2 Edit Tools made available from Raven (what version? yes there are 2) [/list=1] If this list is incomplete or incorrect, please post your own COMPLETE list. Link to comment Share on other sites More sharing options...
bleh Posted September 25, 2003 Share Posted September 25, 2003 Sounds interesting. How much does Milkshape cost? Link to comment Share on other sites More sharing options...
masterpayin Posted September 25, 2003 Share Posted September 25, 2003 Originally posted by DarkangelFOG PS: If there is away to spawn NPCs in MP without having cheats on. Let me know, please. Thanks. Make a level with the NPC's already in there... and add a trigger that if they die, to respawn them.... (Or respawn them after a certain period of no use...) Link to comment Share on other sites More sharing options...
ChangKhan Posted September 25, 2003 Share Posted September 25, 2003 Originally posted by Scoundrel Thanks ChangKhan. That helped, but I still have one problem. I found some nice MD3 models, but where I can get that MD3View program? I'm fairly sure we released that in our JK2 tool set (James also released a model mod set for JA not sure if it was in there?) Try jediknight.net's file section or jk2files.com Link to comment Share on other sites More sharing options...
JediDude22 Posted September 27, 2003 Share Posted September 27, 2003 Can I put these in base or do I have to put them in pk3? Link to comment Share on other sites More sharing options...
DarthApollo Posted September 27, 2003 Share Posted September 27, 2003 MilkShape is shareware. $30 for a license isn't too bad either. It's an alternative to the more expensive 3D Studio Max even if it has fewer features. Check it out at http://www.swissquake.ch/chumbalum-soft/index.html Link to comment Share on other sites More sharing options...
garak88 Posted September 28, 2003 Share Posted September 28, 2003 Is there anyway to get the vehicle rancor attack? Its fun riding it around but its nearly impossible to do any real damage from that high. I've tried changing the playerTeam in the NPC file and given it Melee like the normal rancor has, but this changes nothing. Link to comment Share on other sites More sharing options...
WadeV1589 Posted October 2, 2003 Share Posted October 2, 2003 http://www.discreet.com/products/gmax/ - GMax, alternative to Milkshape, it's free, it's basically a cut down version of 3DS Max, very good! Link to comment Share on other sites More sharing options...
MuRaSaMuNe Posted October 2, 2003 Share Posted October 2, 2003 How exactly do you map the animations? I've been trying to do so for the Howler but it doesn't seem to be working. I checked the animation.cfg for the rancor and didn't notice anything. Link to comment Share on other sites More sharing options...
Esteban Posted October 3, 2003 Share Posted October 3, 2003 Is there any chance that we could get a model for Ben's Corley from the now-defunct Full Throttle sequel? I love the swoop bikes available, but running down Dark Jedi in a Polecat chopper would totally put the game over the top. (I know this is probably a pipe dream, but I have to ask.) I tried to ride a swoop or Tautaun through just about every SP level a few nights ago for some hilarious results. I recommend it. Link to comment Share on other sites More sharing options...
majortom1969 Posted October 3, 2003 Share Posted October 3, 2003 yo i wonder to get rid of the swoops in the siege desert map ? (without cheats on) bcs when ppl ride them my screen goes crazy (switches from my few to the 1 that rides the swoop , makes it unplayable) Link to comment Share on other sites More sharing options...
monsoontide Posted October 4, 2003 Share Posted October 4, 2003 I'm working on Darth Maul's speeder, A Speeder Bike, A STAP and a Dewback. I have the models done and 80% of the texturing done, so now what? How do I implement the tags? Are they just three sided polygons with the tag_rider surface as in the original Quake 3. Also how do I make new/custom animations for the vehicles? Are they also done like the old Quake method? I tried spawning a few vehicles and while quite fun, the whole control system needs an overhaul - It's impossible to steer most of the vehicles - even the swoop it hard (Since you have to keep moving the mouse to turn) Can this be changed in the .veh file? Thanks for the tips, but still waiting on the "official" JKA tools. Monsoontide Link to comment Share on other sites More sharing options...
El Sitherino Posted October 4, 2003 Share Posted October 4, 2003 Swoop { name Swoop type VH_SPEEDER numHands 2 lookYaw 45 lookPitch 20 length 128 width 32 height 32 centerOfGravity "-0.222 0 0" speedMax 900 speedMin -150 turboSpeed 1900 turboDuration 2000 turboRecharge 8000 acceleration 20 decelIdle 10 strafePerc 0.5 bankingSpeed 0.5 rollLimit 45 pitchLimit 30 braking 10 mouseYaw 0.0038 turningSpeed 5 turnWhenStopped 0 traction 12 friction 1.5 maxSlope 0.75 mass 200 armor 2000 toughness 80.0 malfunctionArmorLevel 1000 model swoop skin black|blue|gold|green|purple|default|silver riderAnim BOTH_VS_IDLE radarIcon "gfx/menus/radar/swoop" soundOn "sound/vehicles/swoop/on.mp3" soundOff "sound/vehicles/swoop/off.mp3" soundLoop "sound/vehicles/swoop/loop.wav" soundTakeOff "sound/vehicles/swoop/on.mp3" soundEngineStart "sound/vehicles/swoop/on.mp3" soundSpin "sound/vehicles/swoop/loop.wav" soundTurbo "sound/vehicles/swoop/sb_revup.mp3" soundFlyBy "sound/vehicles/swoop/flyby1.mp3" soundFlyBy2 "sound/vehicles/swoop/flyby2.mp3" soundShift "sound/vehicles/swoop/sb_shift1.mp3" soundShift2 "sound/vehicles/swoop/sb_shift2.mp3" soundShift3 "sound/vehicles/swoop/sb_shift3.mp3" soundShift4 "sound/vehicles/swoop/sb_shift4.mp3" exhaustFX "ships/burner" impactFX "ships/scrape_sparks" turboStartFX "ships/swoop_turbo_start" armorLowFX "volumetric/black_smoke" armorGoneFX "ships/fire" flammable 1 explosionRadius 100 explosionDamage 250 explodeFX "ships/swoop_explosion" explosionDelay 4500 wakeFX "ships/vehicle_wake" gravity 800 waterProof 1 bouyancy 1 hoverHeight 30 hoverStrength 35 cameraOverride 1 cameraRange 125 cameraVertOffset 0 cameraPitchOffset 0 cameraFOV 100 cameraAlpha 0 weap1 swoop_laser weap1Aim 1 weap1Delay 100 weap1AmmoMax 2000 weap1AmmoRechargeMS 200 weapMuzzle1 swoop_laser } that's taken from the swoop.veh Link to comment Share on other sites More sharing options...
nervous shadow Posted October 7, 2003 Share Posted October 7, 2003 how do i make it so that the thing only respawns when the other dies? Link to comment Share on other sites More sharing options...
monsoontide Posted October 7, 2003 Share Posted October 7, 2003 If u r interested, I have posted some WIP vehicle pix in the showcase forum. http://www.lucasforums.com/showthread.php?s=&threadid=113941 Monsoontide Link to comment Share on other sites More sharing options...
razorace Posted October 22, 2003 Share Posted October 22, 2003 The Open Jedi Project is now taking submissions for a standard vehicle pack for use by mappers (and users). The thread talking about this is here. Link to comment Share on other sites More sharing options...
Duncan_10158 Posted December 14, 2003 Share Posted December 14, 2003 I made a tutorial on how to import Vehicles into JA, here is the link: http://io.meskinaw.net/vehicle_importing_tutorial_for_ja.html just to make it clear, you cant creat new vehicles using Gmax or Milkshape. it works only with 3ds Max, you have to export your model as XSI file and the use assimilate to creat a glm and a gla files. the way using md3view to export a md3 model as glm file does NOT work. read the tutorial. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted December 14, 2003 Share Posted December 14, 2003 I am currently working on updating and enhancing the current vehicle implementation in various areas. atm, I have given vehicles the ability to jump. I am also working on giving vechicles different operational 'modes' - to cater for things like the Droideka. Eventually, this new implementation will be included in the OJP mod. More details here. If anybody has any requests, suggestions etc. feel free to post here, or in the OJP thread. Link to comment Share on other sites More sharing options...
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