radrick01 Posted October 16, 2003 Share Posted October 16, 2003 how can the so called game designers at LucasArts be so @&$#^%%$#@ as to not give the customer (THE ONES WITH THE MONEY!) the option to use 1st person View with the light saber. Jedi knight 2, and Outcast both used the 1st person View with the light saber. Why would they screw up a good thing????? I am so disapionted that I am returning the game for my money back. I don't think I'll ever buy a LucasArts game again! :mad: :mad: :mad: :mad: RadRick01 Link to comment Share on other sites More sharing options...
razorace Posted October 16, 2003 Share Posted October 16, 2003 Uh, the function is still in the game, someone just needs to create the transparent skin to go along with it. I beleive Raven took it out because using the dual/double sabers in first person would be too complicated. Link to comment Share on other sites More sharing options...
J.P.B. Posted October 16, 2003 Share Posted October 16, 2003 Ho there, man i'm playing the game with first person lightsaber view. It takes some editing but its possible. First thing you need to do is to edit the .skin files of the character you are using. You can see which model parts you are using by tuping ''playermodel'' in the console That will tell for example that you are using: jedi_hm head_c1 lower_c1 torso_e1 Well, ones you now what models your usingo you must edit the correspondig .skin files in the models/players directory. You must set some of the surfaces to ''clear''. Note that if you set the to ''off'', that will turn those surfaces off for hit detection as well, so you'd be cheating. So, you turn the surfaces you want to ''clear'' and then you must set the third person view position to match the first person view position. Link to comment Share on other sites More sharing options...
MasterSidious Posted October 16, 2003 Share Posted October 16, 2003 Take a DEEP breath, or maybe ten Link to comment Share on other sites More sharing options...
J.P.B. Posted October 16, 2003 Share Posted October 16, 2003 this are the parameters I use for matching the third person view with the first person position: set cg_thirdpersonvertoffset -5 set cg_thirdpersonrange -0.5 set cg_thirdpersoncameradamp 1 set cg_thirdpersontargetdamp 1 You can put them in your autoexec.cfg if you want. Anyway, it seems that the game ignores those commands in the autoexec at first. Therefore what you have to do is to write in the console while you are in the game ''exec auotexec''. And there you have it, third person's first person view Link to comment Share on other sites More sharing options...
J.P.B. Posted October 16, 2003 Share Posted October 16, 2003 This is how I configured my .skin files: Head_c1: head_cap_torso_off,models/players/stormtrooper/caps.tga heada,*off heada_face,*off heada_teeth,*off headc,*off headc_face,*off headc_teeth,*off headb,clear headb_face,clear headb_teeth,clear headb_bang,clear r_handd,models/players/jedi_hm/robes02_hands.tga l_handd,models/players/jedi_hm/robes02_hands.tga l_handa,*off l_handa_cap_l_arm_off,*off r_handa,*off r_handa_cap_r_arm_off,*off r_handb,*off r_handb_cap_r_arm_off,*off l_handb,*off l_handb_cap_l_arm_off,*off r_handc,*off r_handc_cap_r_arm_off,*off l_handc,*off l_handc_cap_l_arm_off,*off r_handd_cap_r_arm_off,models/players/stormtrooper/caps.tga l_handd_cap_l_arm_off,models/players/stormtrooper/caps.tga r_hande,*off r_hande_cap_r_arm_off,*off l_hande,*off l_hande_cap_l_arm_off,*off r_handf,*off r_handf_cap_r_arm_off,*off l_handf,*off l_handf_cap_l_arm_off,*off Lower_c1: hips_cap_torso_off,models/players/stormtrooper/caps.tga hipsa,*off l_lega,*off l_lega_cap_hips_off,*off r_lega,*off r_lega_cap_hips_off,*off hipsa_cap_l_leg_off,*off hipsa_cap_r_leg_off,*off hipsb,*off r_legb,*off r_legb_cap_hips_off,*off l_legb,*off l_legb_cap_hips_off,*off hipsb_cap_l_leg_off,*off hipsb_cap_r_leg_off,*off hipsd,*off l_legd,*off l_legd_cap_hips_off,*off r_legd,*off r_legd_cap_hips_off,*off hipsd_cap_l_leg_off,*off hipsd_cap_r_leg_off,*off hipsc,clear l_legc,clear l_legc_cap_hips_off,models/players/stormtrooper/caps.tga r_legc,clear r_legc_cap_hips_off,models/players/stormtrooper/caps.tga hipsc_cap_l_leg_off,models/players/stormtrooper/caps.tga hipsc_cap_r_leg_off,models/players/stormtrooper/caps.tga hipse,*off hipse_cap_l_leg_off,*off hipse_cap_r_leg_off,*off l_lege,*off l_lege_cap_hips_off,*off r_lege,*off r_lege_cap_hips_off,*off Torso_e1: torso_cap_hips_off,models/players/stormtrooper/caps.tga torso_cap_head_off,models/players/stormtrooper/caps.tga torsoa,*off l_arma,*off l_arma_cap_l_hand_off,*off l_arma_cap_torso_off,*off r_arma,*off r_arma_cap_r_hand_off,*off r_arma_cap_torso_off,*off torsoa_cap_l_arm_off,*off torsoa_cap_r_arm_off,*off torsob,clear l_armb,clear l_armb_skin,models/players/jedi_hm/vest02_arms.tga l_armb_cap_l_hand_off,models/players/stormtrooper/caps.tga l_armb_cap_torso_off,models/players/stormtrooper/caps.tga r_armb,clear r_armb_skin,models/players/jedi_hm/vest02_arms.tga r_armb_cap_r_hand_off,models/players/stormtrooper/caps.tga r_armb_cap_torso_off,models/players/stormtrooper/caps.tga torsob_cap_l_arm_off,models/players/stormtrooper/caps.tga torsob_cap_r_arm_off,models/players/stormtrooper/caps.tga torsoc,*off r_armc,*off r_armc_skin,*off r_armc_cap_r_hand_off,*off r_armc_cap_torso_off,*off l_armc,*off l_armc_skin,*off l_armc_cap_l_hand_off,*off l_armc_cap_torso_off,*off torsoc_cap_l_arm_off,*off torsoc_cap_r_arm_off,*off torsod,*off r_armd,*off r_armd_cap_r_hand_off,*off r_armd_cap_torso_off,*off torsod_lower,*off l_armd,*off l_armd_cap_l_hand_off,*off l_armd_cap_torso_off,*off torsod_cap_l_arm_off,*off torsod_cap_r_arm_off,*off torsoe,*off r_arme,*off r_arme_cap_r_hand_off,*off r_arme_cap_torso_off,*off l_arme,*off l_arme_cap_l_hand_off,*off l_arme_cap_torso_off,*off torsoe_cap_l_arm_off,*off torsoe_cap_r_arm_off,*off torsoe_lower,*off torsof,*off r_armf,*off r_armf_cap_r_hand_off,*off r_armf_cap_torso_off,*off l_armf,*off l_armf_cap_l_hand_off,*off l_armf_cap_torso_off,*off torsof_cap_l_arm_off,*off torsof_cap_r_arm_off,*off torsog,*off torsog_collar,*off torsog_cap_r_arm_off,*off torsog_cap_l_arm_off,*off l_armg,*off l_armg_cap_l_hand_off,*off l_armg_cap_torso_off,*off l_armg_cuff,*off r_armg,*off r_armg_cap_r_hand_off,*off r_armg_cap_torso_off,*off r_armg_cuff,*off r_handg,*off r_handg_cap_r_arm_off,*off l_handg,*off l_handg_cap_l_arm_off,*off And that's it, you can now play the game with saber's first person view plus the possibility of doing acrobatics. Link to comment Share on other sites More sharing options...
StormHammer Posted October 17, 2003 Share Posted October 17, 2003 Thanks for taking the time to post all that J.P.B. I could feel the hate swelling in him... Link to comment Share on other sites More sharing options...
Tesla Posted October 17, 2003 Share Posted October 17, 2003 Couldn't Raven just put it back in, in a patch ? Cant be that hard.....can it ? Anyway, if Raven don't do it then im sure some one could make a mod of it. ? Link to comment Share on other sites More sharing options...
Tyler_Durden Posted October 17, 2003 Share Posted October 17, 2003 Question TPB........ when you use force speed, does the camera view change at all? If this works then you have totally saved this somewhat mediocre game for me, man. One more thing, does the skin show up regularly when the game switches to cutscenes? It would look pretty weird if your character isn't on screen during those Link to comment Share on other sites More sharing options...
J.P.B. Posted October 17, 2003 Share Posted October 17, 2003 Well, those are the few things that are screwed when you use my method, cause the force speed turns the camera backwards, and in the cutscenes you can only see a pair of hands moving in the air, jeje. Anyway its worth it for me. But it would also be great if the raven guys released a patch making first person saber available. Link to comment Share on other sites More sharing options...
Crow_Nest Posted October 17, 2003 Share Posted October 17, 2003 Who would wanna play with 1st person? it sux, besides. When you use staff in 1st person, your saber would be blocking your view. (I guess) Link to comment Share on other sites More sharing options...
Kurgan Posted October 17, 2003 Share Posted October 17, 2003 Cool! I will try your method. Making a cfg file bound to a key that would switch it back to "normal" for the cutscenes would probably be a good work around. However Raven really should still patch this in, because that method won't work in Multiplayer (if it did, it could so easily be abused to cheat). Link to comment Share on other sites More sharing options...
razorace Posted October 17, 2003 Share Posted October 17, 2003 Actually, that method should work in MP (but not on pure servers). Since the actual model rendering is handled client side, altering the skin files will only affect things on your system. However, this will result in all the other players using your skin to have missing heads, bodies, etc. just like your character. I think I mentioned this before but the reason why Raven took out the FPS view was because they would have had to impliment a True View like system (like what I did for MotF) or create special FPS view models for all the different combinations of custom jedi skins. Link to comment Share on other sites More sharing options...
Kurgan Posted October 17, 2003 Share Posted October 17, 2003 I don't see why they would need to. In JK2 they had 40+ MP skins and yet in the 1.04 patch you had the option to use CG_FPLS 1/G_FPLS 1 to use an "arm's only" Kyle skin with the lightsaber for first person lightsaber action. And since the "headless" and "arms only" skins had been flagged as unusuable through the console (they were exploits) it worked fine.. only you saw the arms only skin, everybody else saw whatever skin you were using. And since it was ONLY a skin for the FPLS command, you could perform all the acrobatic moves that were associated with the saber, and the camera wouldn't spin around abnormally to make you sick. It was MUCH better than the first person lightsaber/fists view that was used in JK2 SP (that one didn't allow you to do acrobatics). A similar solution could be implemented for JA. They wouldn't have to make 2,000+ customized Jaden skins, unless they really wanted to. Functionally there's no reason to. Besides, how many combinations are you going to have for two floating forearms anyway? Just do it the way it was done in JK2 1.04 MP and it should be perfect... even for the custom Jedi. If other skins can use kyle's forearms, so can they. Link to comment Share on other sites More sharing options...
Nemios Posted October 17, 2003 Share Posted October 17, 2003 Originally posted by razorace Actually, that method should work in MP (but not on pure servers). Since the actual model rendering is handled client side, altering the skin files will only affect things on your system. However, this will result in all the other players using your skin to have missing heads, bodies, etc. just like your character. Exactly. A patch is needed. I'm waiting... maybe then I can buy this game. Originally posted by razorace I think I mentioned this before but the reason why Raven took out the FPS view was because they would have had to impliment a True View like system (like what I did for MotF) or create special FPS view models for all the different combinations of custom jedi skins. This is the first time I read this reason. True view would be better and I understand it would be difficult to implement. But why not implement the JO method? It would be better than nothing. Link to comment Share on other sites More sharing options...
Nemios Posted October 17, 2003 Share Posted October 17, 2003 Originally posted by Kurgan ... Exactly my thoughts (as usually with Kurgan). I couldn't have said it better (in facts I'm not english). Link to comment Share on other sites More sharing options...
razorace Posted October 17, 2003 Share Posted October 17, 2003 Originally posted by Kurgan ... Well, I'm guessing that the current cg_fpls 1 function is the same as the old one. If you can figure out what model file it's referencing (probably the original one), you could just slap in one of the old kyle fpls skins and be done with it. Link to comment Share on other sites More sharing options...
Tyler_Durden Posted October 18, 2003 Share Posted October 18, 2003 what file would the prompt for the skin to change from transparent to opaque in cutscenes be in JK2? It seems like it could be done the same way for JA by adding a few commands here and there Link to comment Share on other sites More sharing options...
Jello123 Posted October 18, 2003 Share Posted October 18, 2003 you guys sure /cg_fpls 1 doesnt work? Link to comment Share on other sites More sharing options...
Kurgan Posted October 18, 2003 Share Posted October 18, 2003 Oh it works alright, its just that the skin being used is non-transparent, so you just see this big head in the way most of the time. Link to comment Share on other sites More sharing options...
Astrotoy7 Posted October 18, 2003 Share Posted October 18, 2003 Take a DEEP breath, or maybe ten Exactly. well put Sidious... Thats what the forums are for RadRick, your fellow JA ppl can help you solve your dilemma......M'Kay !!! Getting on here and bagging our beloved billionaire game developer will achieve naught. Just think about it alot of the JA/q3 settings can be altered. So, as shown in the above posts, you can alter the skinsand or the viewpos to get your desired effect..... I don't understand why though... All those beautiful kata animations took alot of time and care, and all some people want is a JKI style saber poppin up in front of the screen... It was fun back then, because there was nothing better, but considering how dynamic the q3 engine is and how fast the game action can be it just seems a bit silly to me... but to each their own, that what makes JA and the q3 engine so great, that you can CHANGE things to suit your preferences ....! MTFBWYA Link to comment Share on other sites More sharing options...
Nemios Posted October 20, 2003 Share Posted October 20, 2003 Originally posted by razorace Well, I'm guessing that the current cg_fpls 1 function is the same as the old one. If you can figure out what model file it's referencing (probably the original one), you could just slap in one of the old kyle fpls skins and be done with it. The skin in JO is kyle_fpls2.skin So you think that if you add it in a pk3 JA could automagically use it? I doubt it and can't try since I don't have the game. The problem with pure servers would still be present, thought. Link to comment Share on other sites More sharing options...
razorace Posted October 20, 2003 Share Posted October 20, 2003 Well, it's worth a shot. Link to comment Share on other sites More sharing options...
IG-64 Posted October 20, 2003 Share Posted October 20, 2003 hey, once you do it, try changing the fov to a lower level, like cg_fov 30-cg_fov 50, ive been doing it for a long time, it looks really cool:) p.s. make shure you turn the mouse sensitivity up Link to comment Share on other sites More sharing options...
Crow_Nest Posted October 20, 2003 Share Posted October 20, 2003 Originally posted by ig64 hey, once you do it, try changing the fov to a lower level, like cg_fov 30-cg_fov 50, ive been doing it for a long time, it looks really cool:) p.s. make shure you turn the mouse sensitivity up Does anyone knows how to make the cg_fov thing 90? Because i always have to type it in the console everytime i play. Link to comment Share on other sites More sharing options...
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