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Qui-Don Jorn

How would you like to recieve the "exile's saber" in HotOR?  

7 members have voted

  1. 1. How would you like to recieve the "exile's saber" in HotOR?

    • Same as before, from Atris with extra properties..
      3
    • Built on the workbench (for the normal LS Quest) WITH extra properties
      2
    • Built on workbench (for the normal LS Quest) WITHOUT extra properties
      2


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Ok I'm back (oh, did you leave?)

 

Been working on a few things,..one of which I can't even say anything about.

but I can talk about these...

 

This is the first saber I've modeled in what seems like a few months, the last one I did was the Samaritan for HotOR 1.6.

This one will be in HotOR 1.7 but it's for a special character that is in someone else's mod...his initials are K.O. :p

 

 

picture.php?albumid=677&pictureid=8714

 

Then I did the Gadon Thek head I'd been wanting to do for awhile and just got to..

This is released as of about 5 minutes from now...it'll be over at TUCE.

 

picture.php?albumid=791&pictureid=8715

 

picture.php?albumid=791&pictureid=8716

 

picture.php?albumid=791&pictureid=8717

 

Then of course I forgot the picture about my idea for - I'm not sure, a training saber?? a stun sword? Dont know what it'll end up being actually.

I was going to ask Deadman or Dak to see if they wanted to get in on it...or something.

But you know those sword-like things that we're seeing in TOR?

Its not a saber and its not a vibro-sword..it's shaped like one of those bamboo kendo-swords, round..except its metal, and could maybe have the stun-baton/gand silencer animation on it..maybe.

Then there's the issue of having to replace a model for this one..

Dang, wish I had brought a pic of the model I made for it...you'll just have to trust me.

 

So, thats what Ive been doing...

check out the Gadon head, see if you like it.

-QDJ

 

EDIT:

Here's what I mean about the "stun sword"...is it possible to put the stun baton animation on it? Know what I mean?

picture.php?albumid=772&pictureid=8722

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Hey everybody, I need some scripting help.

I'm attempting my first animated cut scene and I think I have the basic jist down..but I can't figure out why the conversation isn't starting..

 

And for my first animated cut..the subject will be...hehehehe drumroll pleeeaasse!

"The Death of Iacen Konn"...Yeess the death of Iacen Konn.

(I know Zhaboka, he won't be going out like a chump though,..not if I can help it. :))

 

So, onto my problem..

I am trying to fire this from the end of that part where the Exile "sees" the party members in thier jail cells in 906MAL.

 

void main() {
        object oIacen = GetObjectByTag("Iacen", 0);
        if ((GetGlobalBoolean("303NAR_Iacen_Joined") == 1)) {
        SpawnAvailableNPC(3, Location(Vector(68.76270, (53.12547), 3.00000), 90.0));
        CreateObject(1, "n_darthsion003", Location(Vector(68.59641, 69.92776, 3.00000), 270.00));
        AssignCommand(oIacen, ActionStartConversation(OBJECT_SELF, "906iacen", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0));
        }
}

 

Can anyone see a problem with this? Do I need to make a waypoint for him to start at rather than just spawn at a location? though I wouldn't think that was it..

Do I have to put "CONVERSATION_TYPE_CINEMATIC" on it? even though the dialog file is checked to be just that?

 

Dunno..please help!

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void main() 
{
        object oIacen = GetObjectByTag("Iacen", 0);
        if ((GetGlobalBoolean("303NAR_Iacen_Joined") == 1)) 
{
        SpawnAvailableNPC(3, Location(Vector(68.76270, (53.12547), 3.00000), 90.0));
        CreateObject(1, "n_darthsion003", Location(Vector(68.59641, 69.92776, 3.00000), 270.00));
        AssignCommand(oIacen, ActionStartConversation(OBJECT_SELF, "906iacen", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0));
        }
}

 

 

That should fix it. :3

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Hey all..

 

So Deadman and I teamed to do a couple of "training saber" models.

These arent standard lightsabers..these are more like training swords from TOR, and will come with three colors of force fields that surround them..blue yellow and violet.

I havent even seen the finished product as Im typing this, but here is a pic of the model I made. Oh yeah, these will be for TSL by the way..

 

picture.php?albumid=790&pictureid=8761

 

Then accompaning these training swords that you will be able to build on the workbench, there will be 4 new models inspired by TOR...here are two of them, I haven't even started the last two..

 

The Sorceror...

picture.php?albumid=790&pictureid=8762

 

And the Inquisitor...which I think I'm going to do again as I think I have a better idea of what I want..

picture.php?albumid=677&pictureid=8763

 

Thats it for now...until I get the other two models done and put the whole mod together..

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Hey thanks! I think I want to do the Inquisitor with a very long middle part and shorter ends..kind of reverse what I have here - probably change the emitters up as well..

 

And oh yeah,... that cutscene I am working on is actually starting now...but Ive run into another problem and am hoping someone wouldknow what the problem is..

 

Now,...it's running all fine up until case 3, where they actually start fighting.

- the cutscene ends and goes back to the player character.

 

i have the script that fires the cutscene also changing the npc's (iacen's) faction to neutral...which Im not sure is an ok thing to do..but I did it so he wouldn't draw aggro from the enemies in the next room..is that a no-no?

 

Also, he's spawning in with SpawnAvailableNPC so he'll have all his current equipment..

 

here's my cutscene script...

 

void main() {
   object oIacen = GetObjectByTag("Iacen", 0);
   object oDarthSion = GetObjectByTag("DarthSion", 0);
     	   int nParam1 = GetScriptParameter(1);
	   switch (nParam1) {

           	case 0:

                  	AssignCommand(oIacen, ActionPauseConversation());
                 	SetGlobalFadeIn(1.0, 2.0, 0.0, 0.0);
                  	AssignCommand(oIacen, ActionResumeConversation());
                  	break;

	case 1:

		AssignCommand(oIacen, ActionPauseConversation());	
		DelayCommand(2.0, SetLightsaberPowered(oDarthSion, 1, 1, 1));
		AssignCommand(oIacen, ActionResumeConversation());
		break;

	case 2:

		AssignCommand(oIacen, ActionPauseConversation());
		DelayCommand(2.5, AssignCommand(oIacen, ActionMoveToObject(oDarthSion, 0, 0.5)));
		DelayCommand(7.0, CreatureFlourishWeapon(oIacen));
		AssignCommand(oIacen, ActionResumeConversation());
		break;

	case 3: 
                  	AssignCommand(oIacen, ActionPauseConversation());
		DelayCommand(2.0, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
		DelayCommand(3.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
		DelayCommand(4.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
		DelayCommand(5.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
		DelayCommand(6.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
		DelayCommand(7.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
                  	DelayCommand(8.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
                  	DelayCommand(9.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
		AssignCommand(oIacen, ActionResumeConversation());
		break;

	case 4:
                  	AssignCommand(oIacen, ActionPauseConversation());
                  	AssignCommand(oIacen, ActionPlayAnimation(10148, 1.0, 3.0));
                  	DelayCommand(4.2, CreatureFlourishWeapon(oDarthSion));
		DelayCommand(5.4, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
		DelayCommand(6.5, AssignCommand(oIacen, ActionPlayAnimation(10460, 1.0, 1.0)));
		DelayCommand(7.5, AssignCommand(oIacen, ActionPlayAnimation(10375, 1.0, (-1.0))));
		AssignCommand(oIacen, ActionResumeConversation());
		break;

	case 5:

		AssignCommand(oIacen, ActionPauseConversation());
		AssignCommand(oDarthSion, ActionMoveAwayFromObject(oIacen, 0, 8.0));
                  	AssignCommand(oDarthSion, SetLightsaberPowered(oDarthSion, 1, 0, 1));
		AssignCommand(oIacen, ActionResumeConversation());
		break;

	case 6:

                  	SetGlobalFadeOut(1.0, 1.0, 0.0, 0.0);
		RemoveAvailableNPC(3);
		DestroyObject(oDarthSion, 0.0, 0, 0.0, 0);
		DestroyObject(oIacen, 0.0, 0, 0.0, 0);
		break;
}
}

 

 

I dont know if the rest of the cases work since I haven't gotten that far..

any help would be MOST apprieciated

thanks!

QDJ

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Hey all..

 

I did this the other day and a couple more and once i remodel the "Shadow" double bladed once more i think I'll have it..

 

picture.php?albumid=790&pictureid=8769

 

picture.php?albumid=790&pictureid=8768

So, whaddya think?

Im digging this Inquisitor..trust me - it looks pimp in-game..

 

 

I was also planning - when I get some more time - to do one more head..

Dhagon Ghents..:p

DS transitions would be cool for that..maybe put some tats on him or some such.

 

 

oh btw...that original Inquisitor model is up for grabs..if anyone wants it for their mod or whatever, you can have it.

was thinking of just posting it as a gmax file, modder resource..thing. Let me know if you're interested.

-QDJ

 

 

EDIT: Oh yeah before I forget...

Here are some pics of the training saber Deadman and I did.

blue

picture.php?albumid=790&pictureid=8773

picture.php?albumid=790&pictureid=8774

picture.php?albumid=790&pictureid=8775

I should have this mod out in a couple days...

Need help on that cutscene script! :(

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Hey thanks! I think I want to do the Inquisitor with a very long middle part and shorter ends..kind of reverse what I have here - probably change the emitters up as well..

 

And oh yeah,... that cutscene I am working on is actually starting now...but Ive run into another problem and am hoping someone wouldknow what the problem is..

 

Now,...it's running all fine up until case 3, where they actually start fighting.

- the cutscene ends and goes back to the player character.

 

i have the script that fires the cutscene also changing the npc's (iacen's) faction to neutral...which Im not sure is an ok thing to do..but I did it so he wouldn't draw aggro from the enemies in the next room..is that a no-no?

 

Also, he's spawning in with SpawnAvailableNPC so he'll have all his current equipment..

 

here's my cutscene script...

 

void main() {
   object oIacen = GetObjectByTag("Iacen", 0);
   object oDarthSion = GetObjectByTag("DarthSion", 0);
     	   int nParam1 = GetScriptParameter(1);
	   switch (nParam1) {

           	case 0:

                  	AssignCommand(oIacen, ActionPauseConversation());
                 	SetGlobalFadeIn(1.0, 2.0, 0.0, 0.0);
                  	AssignCommand(oIacen, ActionResumeConversation());
                  	break;

	case 1:

		AssignCommand(oIacen, ActionPauseConversation());	
		DelayCommand(2.0, SetLightsaberPowered(oDarthSion, 1, 1, 1));
		AssignCommand(oIacen, ActionResumeConversation());
		break;

	case 2:

		AssignCommand(oIacen, ActionPauseConversation());
		DelayCommand(2.5, AssignCommand(oIacen, ActionMoveToObject(oDarthSion, 0, 0.5)));
		DelayCommand(7.0, CreatureFlourishWeapon(oIacen));
		AssignCommand(oIacen, ActionResumeConversation());
		break;

	case 3: 
                  	AssignCommand(oIacen, ActionPauseConversation());
		DelayCommand(2.0, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
		DelayCommand(3.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
		DelayCommand(4.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
		DelayCommand(5.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
		DelayCommand(6.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
		DelayCommand(7.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
                  	DelayCommand(8.8, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
                  	DelayCommand(9.8, AssignCommand(oIacen, ActionAttack(oDarthSion, 0)));
		AssignCommand(oIacen, ActionResumeConversation());
		break;

	case 4:
                  	AssignCommand(oIacen, ActionPauseConversation());
                  	AssignCommand(oIacen, ActionPlayAnimation(10148, 1.0, 3.0));
                  	DelayCommand(4.2, CreatureFlourishWeapon(oDarthSion));
		DelayCommand(5.4, AssignCommand(oDarthSion, ActionAttack(oIacen, 0)));
		DelayCommand(6.5, AssignCommand(oIacen, ActionPlayAnimation(10460, 1.0, 1.0)));
		DelayCommand(7.5, AssignCommand(oIacen, ActionPlayAnimation(10375, 1.0, (-1.0))));
		AssignCommand(oIacen, ActionResumeConversation());
		break;

	case 5:

		AssignCommand(oIacen, ActionPauseConversation());
		AssignCommand(oDarthSion, ActionMoveAwayFromObject(oIacen, 0, 8.0));
                  	AssignCommand(oDarthSion, SetLightsaberPowered(oDarthSion, 1, 0, 1));
		AssignCommand(oIacen, ActionResumeConversation());
		break;

	case 6:

                  	SetGlobalFadeOut(1.0, 1.0, 0.0, 0.0);
		RemoveAvailableNPC(3);
		DestroyObject(oDarthSion, 0.0, 0, 0.0, 0);
		DestroyObject(oIacen, 0.0, 0, 0.0, 0);
		break;
}
}

 

 

I dont know if the rest of the cases work since I haven't gotten that far..

any help would be MOST apprieciated

thanks!

QDJ

 

I'm not sure you need to state the ActionAttack so many times. Just have Iacen attack Sion, and Sion attack Iacen once, and then wait 10 seconds or so to resume the conversation. I also don't think Iacen needs to be the one to Pause and Resume the conversation. You can just put: ActionPauseConversation());/ActionResumeConversation()); and it'll work fine. Also, do all the cases go in order, or are they conditionals for some other parameter?

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  • 2 weeks later...
Also, do all the cases go in order, or are they conditionals for some other parameter?

 

they go in order..I will work on that when I get back..thanks FG.

 

Well, crap. I was going to release a couple of things today but then a message from Deadman halted it..he's got a soooper cool idea for the training sabers. So ima wait.

 

And I suppose this happens to everyone, but I'm burnt.

so much of modding over the course of a year and ..ugh. :(

 

After looking at some of these other modders threads, I start thinking I suck.

boo hoo right?

 

awright whatever.

 

Any of you badasses wanna lend me a tip on this?

Show spoiler
(hidden content - requires Javascript to show)
picture.php?albumid=791&pictureid=8824

 

Its funny how you can start doing something and think it looks awesome until you see something better someone else did..blah. Ill shutup now.

*scurries off to contemplate role in the galaxy*

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Its an issue so,..

For the final version, any sabers that occur before the game's lightsaber quest have been removed.

 

 

If anyone is having an issue finding Iacen...

Show spoiler
(hidden content - requires Javascript to show)
Talk to Fassa first. Ask him "Know anything interesting?"..this will fire the quest to recruit Iacen.

It should be self explanatory from there...

 

I've been working on a saber mod for K1 since X-mas, but now I don't think I'll even release it.

picture.php?albumid=772&pictureid=8816

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No it dosen't...just hilt model replacements for main characters and a few special hilts.. but no quests, no recruitments..

-using .mod files for .utc replacements and scripts where necessary. Trying to keep .utc files out of override.

 

EDIT: I probably wont release it at all,..think of all the mods Id have to make it compatible with..

great.. now its raining and I gotta walk.

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