loefazzer Posted November 26, 2004 Share Posted November 26, 2004 hey! can you tell me how to insert vehicles saved in .glm file?? i kno its possible... for example on map NABOO HILLS there is vehicle N1 saved in .glm file PLZ answer me THX Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted December 3, 2004 Share Posted December 3, 2004 Are you wanting it as a vehicle or a static model? Link to comment Share on other sites More sharing options...
loefazzer Posted December 4, 2004 Author Share Posted December 4, 2004 vehicle Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted December 4, 2004 Share Posted December 4, 2004 In the entity window for the vehicle, isn't there a "file" key or equivalent? If so, try manually entering the glm file path and seeing if it works. Link to comment Share on other sites More sharing options...
loefazzer Posted December 4, 2004 Author Share Posted December 4, 2004 dont work Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted December 4, 2004 Share Posted December 4, 2004 Can you insert the model ok as a normal model? (misc_model) I know this isn't what you're looking for, but let's try this one step at a time. Link to comment Share on other sites More sharing options...
loefazzer Posted December 5, 2004 Author Share Posted December 5, 2004 not workin Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted December 5, 2004 Share Posted December 5, 2004 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. Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted December 5, 2004 Share Posted December 5, 2004 I've received your e-mail. It is a Jedi Starfighter you're trying to get to work, yes? Link to comment Share on other sites More sharing options...
loefazzer Posted December 5, 2004 Author Share Posted December 5, 2004 yea, but i reskined it Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted December 5, 2004 Share Posted December 5, 2004 That's ok, I think I have to edit the vehicles.dat file to include it, but I'm not sure... as it's the JediStarFighter.veh which needs to function. If I get it working I'll e-mail you. Link to comment Share on other sites More sharing options...
loefazzer Posted December 5, 2004 Author Share Posted December 5, 2004 maaaaaaaan really thx by the way i have prblems with plant models from nar_shadaa i put it on my map and when i lunch it i cant see leaves only some kind of oval thing sry im not good at english so anyone know what the problem?? Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted December 5, 2004 Share Posted December 5, 2004 Many people have had the Nar Shadaa plant problem, but I don't even remember if there was a solution. I had to pick a different model last time I tried to use it. Link to comment Share on other sites More sharing options...
loefazzer Posted December 6, 2004 Author Share Posted December 6, 2004 ok Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted December 6, 2004 Share Posted December 6, 2004 oh and prosze, give me a few days to sort this out. I'm ill and busy... not a good combination. I promise I'll get back to you Link to comment Share on other sites More sharing options...
GothiX Posted December 6, 2004 Share Posted December 6, 2004 For the plant, use a misc_model_static. Link to comment Share on other sites More sharing options...
loefazzer Posted December 6, 2004 Author Share Posted December 6, 2004 k thx ill be waiting Link to comment Share on other sites More sharing options...
loefazzer Posted December 7, 2004 Author Share Posted December 7, 2004 by the way ive downloaded fountain .md3 model from http://www.map-center.com and i dont know how to make water move do you know anything about that?? PLZ contact me on my MSN: loefazzer@hotmail.com Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted December 7, 2004 Share Posted December 7, 2004 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? Link to comment Share on other sites More sharing options...
loefazzer Posted December 7, 2004 Author Share Posted December 7, 2004 nope Link to comment Share on other sites More sharing options...
MDN14 Posted December 9, 2004 Share Posted December 9, 2004 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. Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted December 9, 2004 Share Posted December 9, 2004 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? Link to comment Share on other sites More sharing options...
GothiX Posted December 9, 2004 Share Posted December 9, 2004 water_starfighter. And filenames don't mean [wedge]. Link to comment Share on other sites More sharing options...
loefazzer Posted December 10, 2004 Author Share Posted December 10, 2004 so any ideas how to put it into map?? Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted January 8, 2005 Share Posted January 8, 2005 put an NPC_Vehicle entity in and set the key "NPC_Type" to "water_starfighter"... Link to comment Share on other sites More sharing options...
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