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mapping really BAAAAAAAAAAD :(


loefazzer

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ok. e-mail me the GLM file to zandir[at]moxby.org.uk and I'll see if I can get it into a map *nods*

 

If I can't then maybe there's something wrong with the actual GLM file.

 

:)

 

You really need to be able to convert it to MD3 though if possible... I think GMax does it with a plugin, but I can't really remember.

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set NPC_type to vehicle name in vehicles.dat

 

It's this that bugs me. It should be fairly simple if we can locate vehicles.dat, add the JediStarFighter entry and then simply set the NPC_type.

 

But I can't find a vehicles.dat in the whole JA folder nor in the assets....

 

Anyone else any ideas?

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I dont think there IS a vehicles.dat in JA. That is only for JK2. In JA all vehicles are done with .veh files and .npc files. And custom weapons are done with .vwp files I believe. You have to dit te .veh file to use your new model instead of the old one, there is a line in the file that says model "". You should also change the name, etc in the veh and npc file so that it is your custom vehicle instead of called what the old vehicle is. Also be sure to use the VH_FIGHTER as the vehicle type because it soundlike this is suposed to be a starfighter ship. IF you use something else it will work like a speeder, tauntaun, atst, etc. .NPC files are stored in the: ext_data/npc folder, and vehicles are stored in the ext_data/vehicles folder. Weapons for vehicles are stored in the ext_data/vehicles/weapons folder. JA can only have a certain number of custom vehicles before it stops working though so I would try not to use your custom vehicle if you can.

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This is the content of the JediStarFighter.veh

 

water_starfighter

{

name water_starfighter

type VH_FIGHTER

numHands 2

hideRider 1

killRiderOnDeath 1

lookYaw 45

length 350

width 200

height 128

g2radius 460

centerOfGravity "0 0 0"

speedMax 1800

turboSpeed 1800

turboDuration 2500

turboRecharge 6000

speedMin 0

acceleration 20

decelIdle 8

accelIdle 10

speedIdle 900

//test: speed stays at whatever you last set it to...

throttleSticks 1

strafePerc 0.085

bankingSpeed 0.8

rollLimit 75

pitchLimit 70

braking 30

mouseYaw 0.0022

mousePitch 0.0022

turningSpeed 6.2

turnWhenStopped 1

traction 10

friction 0.3

speedDependantTurning 1

maxSlope 0.65

mass 800

//armor 900

//malfunctionArmorLevel 555

//health_front 200

//health_back 250

//health_right 300

//health_left 300

//shields 500

armor 1000

malfunctionArmorLevel 700

//armor 2000

//malfunctionArmorLevel 1000

health_front 550

health_back 550

health_right 600

health_left 600

shields 650

//ms per point of recharge

shieldRechargeMS 1

toughness 75.0

model water_starfighter

riderAnim BOTH_VS_IDLE

droidNPC "water_r4"

radarIcon "gfx/menus/radar/js"

dmgIndicFrame "gfx/menus/radar/circle_base_frame_reb"

dmgIndicShield "gfx/menus/radar/circle_base_shield"

dmgIndicBackground "gfx/menus/radar/circle_base"

icon_front "gfx/menus/radar/js_front"

icon_back "gfx/menus/radar/js_back"

icon_right "gfx/menus/radar/js_right"

icon_left "gfx/menus/radar/js_left"

crosshairShader "gfx/menus/radar/js_reticle"

//shieldShader "gfx/misc/shields_green"

shieldShader "gfx/misc/shields_blue"

soundOn "sound/vehicles/x-wing/on.wav"

soundLoop "sound/vehicles/x-wing/loop.wav"

soundOff "sound/vehicles/x-wing/off.wav"

soundFlyBy "sound/vehicles/x-wing/flyby.wav"

soundFlyBy2 "sound/vehicles/x-wing/flyby2.wav"

soundHyper "sound/vehicles/common/hyperstartreb.wav"

soundTurbo "sound/vehicles/x-wing/xwingby.wav"

exhaustFX "jsf/JSF_exhaust"

turboFX "jsf/JSF_exhaust_turbo"

impactFX "ships/scrape_sparks"

explodeFX "ships/XW_explosion"

//trailFX "ships/wingtrail"

dmgFX "ships/heavydmg"

injureFX "ships/lightdmg"

noseFX "ships/XW_nose"

lwingFX "ships/XW_lwing"

rwingFX "ships/XW_rwing"

flammable 1

hoverHeight 90

hoverStrength 20

explosionRadius 400

explosionDamage 1000

 

landingHeight 300.0

 

surfDestruction 1

 

weap1 jsf_laser

weap1Delay 150

weap1Aim 1

weap1AmmoMax 60

weap1AmmoRechargeMS 500

weap1Link 1

 

weap2 concussion_missile

weap2Delay 1000

weap2Aim 1

weap2AmmoMax 6

weap2Link 1

 

weapMuzzle1 jsf_laser

weapMuzzle2 jsf_laser

weapMuzzle3 jsf_laser

weapMuzzle4 jsf_laser

weapMuzzle5 concussion_missile

weapMuzzle6 concussion_missile

 

cameraOverride 1

cameraRange 500

cameraVertOffset 100

cameraPitchOffset 0

cameraFOV 100

cameraAlpha 0

}

 

There is also a JediStarFigther.npc

 

The question is, if we set NPC_type to JediStarFighter... is it supposed to work?

 

Or should it be water_fighter?

 

Does the fact that the filename doesn't match the definition make a difference? :confused:

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