Botch Posted October 4, 2005 Share Posted October 4, 2005 Hello, I'm making a siege map where jawas are defending sandcrawler and tusken raiders are attacking it. It would be nice to have small jawas, so is it possible to scale the model in basejka? Does it have something to do with the CFL_CUSTOMSKEL classflag in .scl files? Need help... again. EDIT: It's customskel, not customscale. Link to comment Share on other sites More sharing options...
Jufa Posted October 4, 2005 Share Posted October 4, 2005 i think so. try and find out Link to comment Share on other sites More sharing options...
CerberuS_21 Posted October 6, 2005 Share Posted October 6, 2005 CFL_CUSTOMSKEL doesn't work at all afaik. It's supposed to make custom skeletons for classes in Siege possible - but it was never finished. There's no scale option for player classes in basejka Siege, I'm afraid. If there was one, it wouldn't help too much either since the SP bbox scaling code is missing in MP... Link to comment Share on other sites More sharing options...
ensiform Posted October 6, 2005 Share Posted October 6, 2005 Hello, I'm making a siege map where jawas are defending sandcrawler and tusken raiders are attacking it. It would be nice to have small jawas, so is it possible to scale the model in basejka? Does it have something to do with the CFL_CUSTOMSKEL classflag in .scl files? Need help... again. EDIT: It's customskel, not customscale. if im not mistaken, the sandcrawler doesnt work in MP, well it has like no AI. Link to comment Share on other sites More sharing options...
Jufa Posted October 6, 2005 Share Posted October 6, 2005 i think he's mapping it in to the map, not making new vehicle or something Link to comment Share on other sites More sharing options...
razorace Posted October 6, 2005 Share Posted October 6, 2005 if im not mistaken, the sandcrawler doesnt work in MP, well it has like no AI. I beleive Tinny has ported the SP code for that NPC class, but it's not 100% yet. Link to comment Share on other sites More sharing options...
Jufa Posted October 6, 2005 Share Posted October 6, 2005 ahh you're talking about sand worm (sand_creature in npc-files)! sand crawler is that big 1337 vehicle jawas drive around Link to comment Share on other sites More sharing options...
Botch Posted October 6, 2005 Author Share Posted October 6, 2005 Thanks for answering guys. Pity that it was not finished. Jufa the double poster! Link to comment Share on other sites More sharing options...
MDN14 Posted October 6, 2005 Share Posted October 6, 2005 Even if tinny did port it over, it still wouldnt work for most mods and basejka :/ Link to comment Share on other sites More sharing options...
razorace Posted October 6, 2005 Share Posted October 6, 2005 Well, obviously you'd have to be running the modified code for it to work. Link to comment Share on other sites More sharing options...
Tinny Posted October 6, 2005 Share Posted October 6, 2005 Oh Razor, I only ported the sandcreature code so it behaves like in sp. Not the other desert aliens like jawas and tusken raiders/snipers. Link to comment Share on other sites More sharing options...
razorace Posted October 6, 2005 Share Posted October 6, 2005 We'll get to them eventually. It will be much easier to port once I've finished the SP nav code. Link to comment Share on other sites More sharing options...
Jufa Posted October 7, 2005 Share Posted October 7, 2005 how you port those SP npc AI -codes to the mp code`? i'd like to use some npc code in my mod. Link to comment Share on other sites More sharing options...
razorace Posted October 7, 2005 Share Posted October 7, 2005 It takes a lot of code changes....a lot. OJP is currently slowly porting all the NPC ai code. Link to comment Share on other sites More sharing options...
Jufa Posted October 7, 2005 Share Posted October 7, 2005 but uhh.. there isn't sp source released so how do you port the code? or is it in mp source? o.O anyway, good to hear its going to OJP so i can get it to my mod great work, ojp team! i hope i'll invent something i could report to the ojp source. Link to comment Share on other sites More sharing options...
razorace Posted October 7, 2005 Share Posted October 7, 2005 We were able to get the SP AI code directly from Raven. However, as part of the agreement, we've been keeping it low profile. Link to comment Share on other sites More sharing options...
Jufa Posted October 7, 2005 Share Posted October 7, 2005 oh i see O.o i hope you'll do great work with porting it try to do it so we (mod-makers) could port it to our mods pretty easily (if i got it right that's what OJP is about, making code base where mod-makers can take parts for their mods) Link to comment Share on other sites More sharing options...
razorace Posted October 7, 2005 Share Posted October 7, 2005 Unfortunately, the CoOp code has been requiring changes across the board. While I've tagged all the changes that have been made, there's so many changes that it would be a bitch to port into someone else's code without them just using OJP as their code base. Link to comment Share on other sites More sharing options...
Jufa Posted October 8, 2005 Share Posted October 8, 2005 yea that's true. but when porting it i think i'll learn how the parts of it work Link to comment Share on other sites More sharing options...
razorace Posted October 8, 2005 Share Posted October 8, 2005 Well, it's up to you. This is very large component of the code thou. The primary SP Nav code file (without headers and support files) clocks in @ 5540 lines of code and I'm still not finished porting it yet. Link to comment Share on other sites More sharing options...
Jufa Posted October 8, 2005 Share Posted October 8, 2005 heh but i'm not good at giving up so i'll at least try to do it Link to comment Share on other sites More sharing options...
razorace Posted October 8, 2005 Share Posted October 8, 2005 That's the spirit. Link to comment Share on other sites More sharing options...
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