XSeth2kX Posted December 10, 2002 Share Posted December 10, 2002 does anyone have a basic tutorial that shows how to edit weapons and get me started?i've beeen to most of the quake3 tutorials but im looking for somthing meant for jk2 im not srue if any of it will work with jk2 also i foudn a code for hud scorboard will it work with jk2? http://www.planetquake.com/code3arena/tutorials/tutorial24.shtml Link to comment Share on other sites More sharing options...
AlzWisHum Posted December 11, 2002 Share Posted December 11, 2002 I dunno if its possible to ADD new weapons in JK2, I haven't tryed that yet (I am still mapping the code areas), but it is possible on Quake 3 (as you may have observed on Code3Arena). I've noticed some different coding on weapons in JK2 that differs on Q3; like there are some constants defined in 'g_weapon.c', and the weapons firing behavior are in there, and the missile behavior (the laser bolt or missile itself) is in g_missile itself. I was under the impression (I haven't checked Q3 code) that some of the JK2 weapons code are a little more 'spreaded' around than Q3 one. But, the basic structure is there... My suggestion to you is: backup the code, and try it yourself anyway, and even when the Q3 codebase looks different find out where it is on the JK2, and modify it yourself. The search tool is a powerful ally... As for the scoreboard: At first glance, yes, and the same suggestion above remains... I hope it helps... Link to comment Share on other sites More sharing options...
Wudan Posted December 11, 2002 Share Posted December 11, 2002 I was working on one that works with JK2, but it's largely incomplete. It is a part of my personal 'code' cliffnotes, I was able to add a copy of the Bryar Pistol using it, and make it fire rockets. There's a lot of stuff that I didn't get to, that appears to be client side 'friendly' code, basically when the item is precached it shows a "Loading ..... ??" http://users.sisna.com/tokyopop/weaponchangetut.txt Aside from what I have there, you'll also need to alter the actual firing function in g_weapons.c, as well as the alt-fire, and a case WP_WHATEVER: WP_FireWHATEVER( ent, altFire ); break; in the void AnimEntFireWeapon( gentity_t *ent, qboolean altFire ) and then ... voila, you kind of have a weapon that you can place. You'll also have to alter the mp_entities def ... as well as inv.h and one other place so the damn thing actually shows in game. I've been looking, but I'm not at an IDE right now to be able to find it. look for weapon_bryar_pistol, basically it's 'like' a spawn function, but it's not in g_spawn.c. I could be wrong, but I beleive this last part is essential so you can actually 'pick-up' the weapon, and place it and such. Somebody more brilliant than I will add their extra bits of wisdom below: Link to comment Share on other sites More sharing options...
Wudan Posted December 11, 2002 Share Posted December 11, 2002 Oh, and remember to keep anything that relies on WP_NUM_WEAPONS in a nice orderly fashion Oh yeah, and there's a lotta client stuff that I didn't even get to changing. Link to comment Share on other sites More sharing options...
AlzWisHum Posted December 11, 2002 Share Posted December 11, 2002 Very nice work. Good to know it is possible, I've actually thought about adding a weapon, just by replicating every weapon whetever it shows. Looked simple as that, good to know it is... Thanks for sharing! Link to comment Share on other sites More sharing options...
AlzWisHum Posted December 11, 2002 Share Posted December 11, 2002 BTW I'll try later to make it work also, my Mod will also requires this implementation. I actually was thinking JK2 could be restrictive about the creation of new weapons, and I was thinking (as a plan B) about making the 'new' weapons as their respective slots like: Weapon #1 for the Soldier is a gun X, while Weapon #1 for the Bounty Hunter is a gun Y, etc... So when a Bounty Hunter fires his weapon #1, the Mod will check his id and will go for Y, when its the Soldier fires, it'll be X and so on... Thanks again. Link to comment Share on other sites More sharing options...
razorace Posted December 15, 2002 Share Posted December 15, 2002 To answer the original question, yes, most of the stuff you can find on Q3 programming applies directly to JK2. The big difference is the Ghoul2 implimentation and the related .gla/.glm mess that Raven made. Some stuff is a bit different and other locations, but you can basically figure out everything, EXCEPT animation crap, from those tutorials. Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted December 24, 2002 Share Posted December 24, 2002 So with this information it would be possible to use the E-11 blaster, the Battle Droid rifle model and say that sniper rifle all in the same mod? this would be a giant help for my disaster in progress Link to comment Share on other sites More sharing options...
razorace Posted December 24, 2002 Share Posted December 24, 2002 It depends on how you do it but, yes, it's possible. Link to comment Share on other sites More sharing options...
Wudan Posted December 24, 2002 Share Posted December 24, 2002 Yeah, there's sections that I didn't even get to, I was just starting to crack that nut Anyway, I think I need to get myself educated in C all over again, so I'm starting to write some simpler stuff, then extra mover code, then weapons then animation (animation is so hard a nut, that only one coder that I know of has even begun to crack that nut) Link to comment Share on other sites More sharing options...
razorace Posted December 24, 2002 Share Posted December 24, 2002 You mean redoing the low level animation code? I guess you could if you want but there's no real need unless you're doing it to make it work with new animations. Link to comment Share on other sites More sharing options...
12345678 Posted December 24, 2002 Share Posted December 24, 2002 i was wondering about two avenues to new animations in JO. the first was to rip the animation code out of q3 (if the source code for that was released, dunno at this point) and stuff it into JO. Link to comment Share on other sites More sharing options...
12345678 Posted December 24, 2002 Share Posted December 24, 2002 the other was to take a skeletal anim system i found at sourceforge and see if its worth plugging into JO and getting it to work right. Link to comment Share on other sites More sharing options...
12345678 Posted December 24, 2002 Share Posted December 24, 2002 either way, you still have all the old stuff available, plus you could add new anims with the new skeletal system. only tough part might be making the two blend well in game. guess ill tackle that in two years when im able if no one else has done so by then Link to comment Share on other sites More sharing options...
Wudan Posted December 24, 2002 Share Posted December 24, 2002 Jk2 Already has skeletal animation. Quake3 anim is out of the question. We're trying to move forward, not backwards Link to comment Share on other sites More sharing options...
razorace Posted December 24, 2002 Share Posted December 24, 2002 that and the fact that the ghoul2 system is hard coded into the executable. Link to comment Share on other sites More sharing options...
12345678 Posted December 25, 2002 Share Posted December 25, 2002 hehe, yeah, i came back here to delete the quake 3 part, where did i get the idea q3 had skeletal anims? mustve been bc rtcw and jk2 have it Link to comment Share on other sites More sharing options...
12345678 Posted December 25, 2002 Share Posted December 25, 2002 as far as the ghoul2 system being hardcoded into the exe, that doesnt mean you cant implement your own system to work alongside so you can add new anims, right? Link to comment Share on other sites More sharing options...
12345678 Posted December 25, 2002 Share Posted December 25, 2002 wudan you mentioned that jk2 has skeletal animation already, but we cant make new anims for it, right? is it going to be easier to make a new skel system or just crack the ghoul2 system? Link to comment Share on other sites More sharing options...
12345678 Posted December 25, 2002 Share Posted December 25, 2002 btw, sorry everyone for the cheesy posts, for some reason my isp doesnt like some forums, the posts are as big as i can make them. otherwise i get a "page cannot be displayed." combine this with the 90 second post limit for an infuriating forum experience. Link to comment Share on other sites More sharing options...
razorace Posted December 25, 2002 Share Posted December 25, 2002 We gotta just crack the current system. It's the only way. Link to comment Share on other sites More sharing options...
12345678 Posted December 25, 2002 Share Posted December 25, 2002 here's a code dump of a "simple skeletal animation system" from gametutorials.com. its all greek to me but maybe it'll help someone else. Link to comment Share on other sites More sharing options...
Wudan Posted December 25, 2002 Share Posted December 25, 2002 Nah, forget that. And it's not really "cracking" the JK2 skeletal animation system, it's just a question of puppeteering Link to comment Share on other sites More sharing options...
razorace Posted December 25, 2002 Share Posted December 25, 2002 Whatever, all you gotta do is hack it so it can run new animations. I doubt "puppeteering" has anything to do with this code hack. Link to comment Share on other sites More sharing options...
Wudan Posted December 25, 2002 Share Posted December 25, 2002 whaaaaa .... What the h3ll are you going to hack/crack? You sound CRAZY! You release one version of your mod and you go and get delusions of grandeur Link to comment Share on other sites More sharing options...
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