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Thread: JKA: Vehicles WIP - Speeder Bike, STAP & Dewback Pix
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Old 10-28-2003, 12:49 PM   #161
monsoontide
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Thanks for the web-links Zappa_0

As for weapons for the various vehicles, I'm open to suggestions.
I'd like to make a sort of falling rock weapon for the ewok glider, & the speeder bike has a standard swoop laser.
As for the rest, I don't know.

If anyone has any suggestions, feel free to let me know for:
Anakins Airspeeder
Desert Skiff
Aiwha (Thanks for the pix scouttrooper)
Dewback
Acklay

Though I don't really know if any of the beasts will have weapons other than what the rider has.


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Old 10-28-2003, 08:50 PM   #162
Zappa_0
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Anakins Airspeeder- maybe do a laser like the swoops.

Desert Skiff- Turbo Laser something like a smaller deathstar laser with less power

Aiwha- umm maybe they can drop bombs like thermal dets

Dewback- no weapons. maybe u can make them eat ppl

Acklay- umm it would be cool if u could make them attack. if its possibles, same for dewback but that was a joke.

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Old 10-28-2003, 10:16 PM   #163
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Keshire has the Acklay set up so if you spawn it as an NPC and not a vehicle, it will attack and skewer you with it front leg and bite your head off!!!
Currently though I don't think it's possible to make the vechile version attack - though hopefully this will change if RAVEN ever release the source code stuff.

Working on skinning the skiff currently. Instead of an onboard weapon, I think it would be cool if we can get passengers who can use their weapons. (The ones in the movies are unarmed)


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Old 10-28-2003, 10:22 PM   #164
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Is it possible to allow the passengers on the skiff to walk around? It would be awesome if they could fire their weapons while riding, should prove useful in ctf and siege

Sorry to be an impatient bastard, but what's the status on the Endor Speeder Bike ?




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Old 10-28-2003, 10:31 PM   #165
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Unfortunately, I think the passengers are stuck in place - since they are positioned with "bolt_passenger" tags on the model.

Duncan_10158 has the Speeder Bike and I guess will get to it when he has time. The model and skin are finished though. Then it will just be the veh file that'll need tweaking - any suggestions for how it should handle compared to the STAP and Sith Speeder?


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Old 10-28-2003, 11:51 PM   #166
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faster, it should be a little fast,t he speeder in the movie was liek super fast, and as for a weapon on anikens speeder, why do something diff, why not put a laser cannon on both sides, kinda liek an a-wing, were to laser meet in front and wipe out the target?
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Old 10-29-2003, 01:55 AM   #167
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Post SKIFF WIP UPDATE PIX

Here is the nearly finished texture on the Skiff model.









It's fairly high point/poly count (Not TOO high though! More than the Tauntaun - Less than the Rancor) so best to have just a few per level.


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Old 10-29-2003, 02:04 AM   #168
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Multiple passengers (erm tags)

Ummm, I'm sure u guys prolly already talked about this but is anything being done to make multiple passengers in vehicles? Or can someone tell me where on the forums to look for this? THANKS


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Old 10-29-2003, 02:06 AM   #169
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Is it posible for you to make the hover vehicle that has a rotating cannon, like the one in episode 1 when they blow up a tank
and is it posible to have one person driving and another shooting?


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Old 10-29-2003, 02:13 AM   #170
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Passengers In Vehicles

Check out this thread

MP Flyable Vehicle Discussion

It's about getting the Lamda Shuttle flying with passengers who operate the side cannons.

http://www.lucasforums.com/showthrea...0&goto=newpost

NOTE: I believe all the tags for the vehicles are:

bolt_driver
bolt_passenger
bolt_muzzle
bolt_exhaust
bolt_trail

There may be more...


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Old 10-29-2003, 12:41 PM   #171
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That skiff looks pretty hot! I think you should just make passengers sit on that bench in the middle...but if they could shoot while riding, that'd be awesome! As pnut said, great applications to team play (ie, technicians could bring a strike team in to steal the flag, etc)!


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Old 10-29-2003, 12:52 PM   #172
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Re: Passengers In Vehicles

Quote:
Originally posted by monsoontide
Check out this thread

MP Flyable Vehicle Discussion

It's about getting the Lamda Shuttle flying with passengers who operate the side cannons.

http://www.lucasforums.com/showthrea...0&goto=newpost

NOTE: I believe all the tags for the vehicles are:

bolt_driver
bolt_passenger
bolt_muzzle
bolt_exhaust
bolt_wake

There may be more...
what's bolt wake?


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Old 10-29-2003, 01:24 PM   #173
monsoontide
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Lightbulb bolt_trail!

Okay, the tag is bolt_trail, but there's also a wake_fx, I guess it's for water vehicles, though you could use it for anything from a dust trail kicked up as the vehicle passes to a tron type "wall"! It's basically just another place to put an effect on the vehicle. I don't know if it actually works though since I haven't used it yet.


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Old 10-29-2003, 06:15 PM   #174
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Exclamation UPDATED VEHICLE TEMPLATE!

Hi Folks!

Found this over at another site - this is direct from Mike Gummelt at Raven and is a more complete vehicle template file for Jedi Academy.
He also states that passengers are always never drawn!! And max-passengers is 8. Vehicles are limited to two types of weapons currently.

Here we go - this is big, so you may want to print it out to read it!

{"name", VFOFS(name), VF_LSTRING}, //unique name of the vehicle

//general data
{"type", VFOFS(type), VF_VEHTYPE}, //what kind of vehicle
{"numHands", VFOFS(numHands), VF_INT}, //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons
{"lookPitch", VFOFS(lookPitch), VF_FLOAT}, //How far you can look up and down off the forward of the vehicle
{"lookYaw", VFOFS(lookYaw), VF_FLOAT}, //How far you can look left and right off the forward of the vehicle
{"length", VFOFS(length), VF_FLOAT}, //how long it is - used for body length traces when turning/moving?
{"width", VFOFS(width), VF_FLOAT}, //how wide it is - used for body length traces when turning/moving?
{"height", VFOFS(height), VF_FLOAT}, //how tall it is - used for body length traces when turning/moving?
{"centerOfGravity", VFOFS(centerOfGravity), VF_VECTOR},//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward)

//speed stats
{"speedMax", VFOFS(speedMax), VF_FLOAT}, //top speed
{"turboSpeed", VFOFS(turboSpeed), VF_FLOAT}, //turbo speed
{"speedMin", VFOFS(speedMin), VF_FLOAT}, //if < 0, can go in reverse
{"speedIdle", VFOFS(speedIdle), VF_FLOAT}, //what speed it drifts to when no accel/decel input is given
{"accelIdle", VFOFS(accelIdle), VF_FLOAT}, //if speedIdle > 0, how quickly it goes up to that speed
{"acceleration", VFOFS(acceleration), VF_FLOAT}, //when pressing on accelerator
{"decelIdle", VFOFS(decelIdle), VF_FLOAT}, //when giving no input, how quickly it drops to speedIdle
{"throttleSticks", VFOFS(throttleSticks), VF_BOOL},//if true, speed stays at whatever you accel/decel to, unless you turbo or brake
{"strafePerc", VFOFS(strafePerc), VF_FLOAT}, //multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing

//handling stats
{"bankingSpeed", VFOFS(bankingSpeed), VF_FLOAT}, //how quickly it pitches and rolls (not under player control)
{"pitchLimit", VFOFS(pitchLimit), VF_FLOAT}, //how far it can roll forward or backward
{"rollLimit", VFOFS(rollLimit), VF_FLOAT}, //how far it can roll to either side
{"braking", VFOFS(braking), VF_FLOAT}, //when pressing on decelerator
{"mouseYaw", VFOFS(mouseYaw), VF_FLOAT}, // The mouse yaw override.
{"mousePitch", VFOFS(mousePitch), VF_FLOAT}, // The mouse yaw override.
{"turningSpeed", VFOFS(turningSpeed), VF_FLOAT}, //how quickly you can turn
{"turnWhenStopped", VFOFS(turnWhenStopped), VF_BOOL},//whether or not you can turn when not moving
{"traction", VFOFS(traction), VF_FLOAT}, //how much your command input affects velocity
{"friction", VFOFS(friction), VF_FLOAT}, //how much velocity is cut on its own
{"maxSlope", VFOFS(maxSlope), VF_FLOAT}, //the max slope that it can go up with control
{"speedDependantTurning", VFOFS(speedDependantTurning), VF_BOOL},//vehicle turns faster the faster it's going

//durability stats
{"mass", VFOFS(mass), VF_INT}, //for momentum and impact force (player mass is 10)
{"armor", VFOFS(armor), VF_INT}, //total points of damage it can take
{"shields", VFOFS(shields), VF_INT}, //energy shield damage points
{"shieldRechargeMS", VFOFS(shieldRechargeMS), VF_INT},//energy shield milliseconds per point recharged
{"toughness", VFOFS(toughness), VF_FLOAT}, //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction
{"malfunctionArmorLevel", VFOFS(malfunctionArmorLevel), VF_INT},//when armor drops to or below this point, start malfunctioning
{"surfDestruction", VFOFS(surfDestruction), VF_INT},

//visuals & sounds
{"model", VFOFS(model), VF_LSTRING}, //what model to use - if make it an NPC's primary model, don't need this?
{"skin", VFOFS(skin), VF_LSTRING}, //what skin to use - if make it an NPC's primary model, don't need this?
{"g2radius", VFOFS(g2radius), VF_INT}, //render radius (really diameter, but...) for the ghoul2 model
{"riderAnim", VFOFS(riderAnim), VF_ANIM}, //what animation the rider uses
{"droidNPC", VFOFS(droidNPC), VF_LSTRING}, //NPC to attach to *droidunit tag (if it exists in the model)

{"radarIcon", VFOFS(radarIconHandle), VF_SHADER_NOMIP}, //what icon to show on radar in MP
{"dmgIndicFrame", VFOFS(dmgIndicFrameHandle), VF_SHADER_NOMIP}, //what image to use for the frame of the damage indicator
{"dmgIndicShield", VFOFS(dmgIndicShieldHandle), VF_SHADER_NOMIP},//what image to use for the shield of the damage indicator
{"dmgIndicBackground", VFOFS(dmgIndicBackgroundHandle), VF_SHADER_NOMIP},//what image to use for the background of the damage indicator
{"icon_front", VFOFS(iconFrontHandle), VF_SHADER_NOMIP}, //what image to use for the front of the ship on the damage indicator
{"icon_back", VFOFS(iconBackHandle), VF_SHADER_NOMIP}, //what image to use for the back of the ship on the damage indicator
{"icon_right", VFOFS(iconRightHandle), VF_SHADER_NOMIP}, //what image to use for the right of the ship on the damage indicator
{"icon_left", VFOFS(iconLeftHandle), VF_SHADER_NOMIP}, //what image to use for the left of the ship on the damage indicator
{"crosshairShader", VFOFS(crosshairShaderHandle), VF_SHADER_NOMIP}, //what image to use as the crosshair
{"shieldShader", VFOFS(shieldShaderHandle), VF_SHADER}, //What shader to use when drawing the shield shell

//individual "area" health -rww
{"health_front", VFOFS(health_front), VF_INT},
{"health_back", VFOFS(health_back), VF_INT},
{"health_right", VFOFS(health_right), VF_INT},
{"health_left", VFOFS(health_left), VF_INT},
{"soundOn", VFOFS(soundOn), VF_SOUND},//sound to play when get on it
{"soundOff", VFOFS(soundOff), VF_SOUND},//sound to play when get off
{"soundLoop", VFOFS(soundLoop), VF_SOUND},//sound to loop while riding it
{"soundTakeOff", VFOFS(soundTakeOff), VF_SOUND},//sound to play when ship takes off
{"soundEngineStart",VFOFS(soundEngineStart),VF_SOU ND_CLIENT},//sound to play when ship's thrusters first activate
{"soundSpin", VFOFS(soundSpin), VF_SOUND},//sound to loop while spiraling out of control
{"soundTurbo", VFOFS(soundTurbo), VF_SOUND},//sound to play when turbo/afterburner kicks in
{"soundHyper", VFOFS(soundHyper), VF_SOUND_CLIENT},//sound to play when hits hyperspace
{"soundLand", VFOFS(soundLand), VF_SOUND},//sound to play when ship lands
{"soundFlyBy", VFOFS(soundFlyBy), VF_SOUND_CLIENT},//sound to play when they buzz you
{"soundFlyBy2", VFOFS(soundFlyBy2), VF_SOUND_CLIENT},//alternate sound to play when they buzz you
{"soundShift1", VFOFS(soundShift1), VF_SOUND},//sound to play when changing speeds
{"soundShift2", VFOFS(soundShift2), VF_SOUND},//sound to play when changing speeds
{"soundShift3", VFOFS(soundShift3), VF_SOUND},//sound to play when changing speeds
{"soundShift4", VFOFS(soundShift4), VF_SOUND},//sound to play when changing speeds

{"exhaustFX", VFOFS(iExhaustFX), VF_EFFECT_CLIENT}, //exhaust effect, played from "*exhaust" bolt(s)
{"turboFX", VFOFS(iTurboFX), VF_EFFECT_CLIENT}, //turbo exhaust effect, played from "*exhaust" bolt(s) when ship is in "turbo" mode
{"turboStartFX", VFOFS(iTurboStartFX), VF_EFFECT}, //turbo start effect, played from "*exhaust" bolt(s) when ship is in "turbo" mode
{"trailFX", VFOFS(iTrailFX), VF_EFFECT_CLIENT}, //trail effect, played from "*trail" bolt(s)
{"impactFX", VFOFS(iImpactFX), VF_EFFECT_CLIENT}, //impact effect, for when it bumps into something
{"explodeFX", VFOFS(iExplodeFX), VF_EFFECT}, //explosion effect, for when it blows up (should have the sound built into explosion effect)
{"wakeFX", VFOFS(iWakeFX), VF_EFFECT_CLIENT}, //effect it makes when going across water
{"dmgFX", VFOFS(iDmgFX), VF_EFFECT_CLIENT}, //effect to play on damage from a weapon or something
{"injureFX", VFOFS(iInjureFX), VF_EFFECT_CLIENT}, //effect to play on partially damaged ship surface
{"noseFX", VFOFS(iNoseFX), VF_EFFECT_CLIENT}, //effect for nose piece flying away when blown off
{"lwingFX", VFOFS(iLWingFX), VF_EFFECT_CLIENT}, //effect for left wing piece flying away when blown off
{"rwingFX", VFOFS(iRWingFX), VF_EFFECT_CLIENT}, //effect for right wing piece flying away when blown off
// Weapon stuff:
{"weap1", VFOFS(weapon[0].ID), VF_WEAPON}, //weapon used when press fire
{"weap2", VFOFS(weapon[1].ID), VF_WEAPON},//weapon used when press alt-fire
// The delay between shots for this weapon.
{"weap1Delay", VFOFS(weapon[0].delay), VF_INT},
{"weap2Delay", VFOFS(weapon[1].delay), VF_INT},
// Whether or not all the muzzles for each weapon can be linked together (linked delay = weapon delay * number of muzzles linked!)
{"weap1Link", VFOFS(weapon[0].linkable), VF_INT},
{"weap2Link", VFOFS(weapon[1].linkable), VF_INT},
// Whether or not to auto-aim the projectiles at the thing under the crosshair when we fire
{"weap1Aim", VFOFS(weapon[0].aimCorrect), VF_BOOL},
{"weap2Aim", VFOFS(weapon[1].aimCorrect), VF_BOOL},
//maximum ammo
{"weap1AmmoMax", VFOFS(weapon[0].ammoMax), VF_INT},
{"weap2AmmoMax", VFOFS(weapon[1].ammoMax), VF_INT},
//ammo recharge rate - milliseconds per unit (minimum of 100, which is 10 ammo per second)
{"weap1AmmoRechargeMS", VFOFS(weapon[0].ammoRechargeMS), VF_INT},
{"weap2AmmoRechargeMS", VFOFS(weapon[1].ammoRechargeMS), VF_INT},
//sound to play when out of ammo (plays default "no ammo" sound if none specified)
{"weap1SoundNoAmmo", VFOFS(weapon[0].soundNoAmmo), VF_SOUND_CLIENT},//sound to play when try to fire weapon 1 with no ammo
{"weap2SoundNoAmmo", VFOFS(weapon[1].soundNoAmmo), VF_SOUND_CLIENT},//sound to play when try to fire weapon 2 with no ammo

// Which weapon a muzzle fires (has to match one of the weapons this vehicle has).
{"weapMuzzle1", VFOFS(weapMuzzle[0]), VF_WEAPON},
{"weapMuzzle2", VFOFS(weapMuzzle[1]), VF_WEAPON},
{"weapMuzzle3", VFOFS(weapMuzzle[2]), VF_WEAPON},
{"weapMuzzle4", VFOFS(weapMuzzle[3]), VF_WEAPON},
{"weapMuzzle5", VFOFS(weapMuzzle[4]), VF_WEAPON},
{"weapMuzzle6", VFOFS(weapMuzzle[5]), VF_WEAPON},
{"weapMuzzle7", VFOFS(weapMuzzle[6]), VF_WEAPON},
{"weapMuzzle8", VFOFS(weapMuzzle[7]), VF_WEAPON},
{"weapMuzzle9", VFOFS(weapMuzzle[8]), VF_WEAPON},
{"weapMuzzle10", VFOFS(weapMuzzle[9]), VF_WEAPON},

// The max height before this ship (?) starts (auto)landing.
{"landingHeight", VFOFS(landingHeight), VF_FLOAT},

//other misc stats
{"gravity", VFOFS(gravity), VF_INT}, //normal is 800
{"hoverHeight", VFOFS(hoverHeight), VF_FLOAT}, //if 0, it's a ground vehicle
{"hoverStrength", VFOFS(hoverStrength), VF_FLOAT}, //how hard it pushes off ground when less than hover height... causes "bounce", like shocks
{"waterProof", VFOFS(waterProof), VF_BOOL}, //can drive underwater if it has to
{"bouyancy", VFOFS(bouyancy), VF_FLOAT}, //when in water, how high it floats (1 is neutral bouyancy)
{"fuelMax", VFOFS(fuelMax), VF_INT}, //how much fuel it can hold (capacity)
{"fuelRate", VFOFS(fuelRate), VF_INT}, //how quickly is uses up fuel
{"turboDuration", VFOFS(turboDuration), VF_INT}, //how long turbo lasts
{"turboRecharge", VFOFS(turboRecharge), VF_INT}, //how long turbo takes to recharge
{"visibility", VFOFS(visibility), VF_INT}, //for sight alerts
{"loudness", VFOFS(loudness), VF_INT}, //for sound alerts
{"explosionRadius", VFOFS(explosionRadius), VF_FLOAT},//range of explosion
{"explosionDamage", VFOFS(explosionDamage), VF_INT},//damage of explosion

//new stuff
{"maxPassengers", VFOFS(maxPassengers), VF_INT}, // The max number of passengers this vehicle may have (Default = 0).
{"hideRider", VFOFS(hideRider), VF_BOOL}, // rider (and passengers?) should not be drawn
{"killRiderOnDeath", VFOFS(killRiderOnDeath), VF_BOOL},//if rider is on vehicle when it dies, they should die
{"flammable", VFOFS(flammable), VF_BOOL}, //whether or not the vehicle should catch on fire before it explodes
{"explosionDelay", VFOFS(explosionDelay), VF_INT}, //how long the vehicle should be on fire/dying before it explodes
//camera stuff
{"cameraOverride", VFOFS(cameraOverride), VF_BOOL},//override the third person camera with the below values - normal is 0 (off)
{"cameraRange", VFOFS(cameraRange), VF_FLOAT}, //how far back the camera should be - normal is 80
{"cameraVertOffset", VFOFS(cameraVertOffset), VF_FLOAT},//how high over the vehicle origin the camera should be - normal is 16
{"cameraHorzOffset", VFOFS(cameraHorzOffset), VF_FLOAT},//how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0
{"cameraPitchOffset", VFOFS(cameraPitchOffset), VF_FLOAT},//a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0
{"cameraFOV", VFOFS(cameraFOV), VF_FLOAT}, //third person camera FOV, default is 80
{"cameraAlpha", VFOFS(cameraAlpha), VF_FLOAT}, //fade out the vehicle to this alpha (0.1-1.0f) if it's in the way of the crosshair
{"cameraPitchDependantVertOffset", VFOFS(cameraPitchDependantVertOffset), VF_BOOL}, //use the hacky AT-ST pitch dependant vertical offset
//===TURRETS======================================== ===================================
//Turret 1
{"turret1Weap", VFOFS(turret[0].iWeapon), VF_WEAPON},
{"turret1Delay", VFOFS(turret[0].iDelay), VF_INT},
{"turret1AmmoMax", VFOFS(turret[0].iAmmoMax), VF_INT},
{"turret1AmmoRechargeMS", VFOFS(turret[0].iAmmoRechargeMS), VF_INT},
{"turret1YawBone", VFOFS(turret[0].yawBone), VF_LSTRING},
{"turret1PitchBone", VFOFS(turret[0].pitchBone), VF_LSTRING},
{"turret1YawAxis", VFOFS(turret[0].yawAxis), VF_INT},
{"turret1PitchAxis", VFOFS(turret[0].pitchAxis), VF_INT},
{"turret1ClampYawL", VFOFS(turret[0].yawClampLeft), VF_FLOAT}, //how far the turret is allowed to turn left
{"turret1ClampYawR", VFOFS(turret[0].yawClampRight), VF_FLOAT}, //how far the turret is allowed to turn right
{"turret1ClampPitchU", VFOFS(turret[0].pitchClampUp), VF_FLOAT}, //how far the turret is allowed to title up
{"turret1ClampPitchD", VFOFS(turret[0].pitchClampDown), VF_FLOAT}, //how far the turret is allowed to tilt down
{"turret1Muzzle1", VFOFS(turret[0].iMuzzle[0]), VF_INT},
{"turret1Muzzle2", VFOFS(turret[0].iMuzzle[1]), VF_INT},
{"turret1TurnSpeed", VFOFS(turret[0].fTurnSpeed), VF_FLOAT},
{"turret1AI", VFOFS(turret[0].bAI), VF_BOOL},
{"turret1AILead", VFOFS(turret[0].bAILead), VF_BOOL},
{"turret1AIRange", VFOFS(turret[0].fAIRange), VF_FLOAT},
{"turret1PassengerNum", VFOFS(turret[0].passengerNum), VF_INT},//which number passenger can control this turret
{"turret1GunnerViewTag", VFOFS(turret[0].gunnerViewTag), VF_LSTRING},

//Turret 2
{"turret2Weap", VFOFS(turret[1].iWeapon), VF_WEAPON},
{"turret2Delay", VFOFS(turret[1].iDelay), VF_INT},
{"turret2AmmoMax", VFOFS(turret[1].iAmmoMax), VF_INT},
{"turret2AmmoRechargeMS", VFOFS(turret[1].iAmmoRechargeMS), VF_INT},
{"turret2YawBone", VFOFS(turret[1].yawBone), VF_LSTRING},
{"turret2PitchBone", VFOFS(turret[1].pitchBone), VF_LSTRING},
{"turret2YawAxis", VFOFS(turret[1].yawAxis), VF_INT},
{"turret2PitchAxis", VFOFS(turret[1].pitchAxis), VF_INT},
{"turret2ClampYawL", VFOFS(turret[1].yawClampLeft), VF_FLOAT}, //how far the turret is allowed to turn left
{"turret2ClampYawR", VFOFS(turret[1].yawClampRight), VF_FLOAT}, //how far the turret is allowed to turn right
{"turret2ClampPitchU", VFOFS(turret[1].pitchClampUp), VF_FLOAT}, //how far the turret is allowed to title up
{"turret2ClampPitchD", VFOFS(turret[1].pitchClampDown), VF_FLOAT}, //how far the turret is allowed to tilt down
{"turret2Muzzle1", VFOFS(turret[1].iMuzzle[0]), VF_INT},
{"turret2Muzzle2", VFOFS(turret[1].iMuzzle[1]), VF_INT},
{"turret2TurnSpeed", VFOFS(turret[1].fTurnSpeed), VF_FLOAT},
{"turret2AI", VFOFS(turret[1].bAI), VF_BOOL},
{"turret2AILead", VFOFS(turret[1].bAILead), VF_BOOL},
{"turret2AIRange", VFOFS(turret[1].fAIRange), VF_FLOAT},
{"turret2PassengerNum", VFOFS(turret[1].passengerNum), VF_INT},//which number passenger can control this turret
{"turret2GunnerViewTag", VFOFS(turret[1].gunnerViewTag), VF_LSTRING},


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Old 10-29-2003, 09:39 PM   #175
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cool, thanks for posting this template monsoon, where did u find this at?
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Old 10-31-2003, 04:59 AM   #176
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ForgeLink

Lots of very useful documentation and tutorials on all things JK:JA (Especially mapping - things like portal skies, tree generator and terrain). Should be helpful to many.

forgelink

Hope to get a couple more models finalized in the next week or so ready for release!


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Old 10-31-2003, 07:05 AM   #177
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Monsoontide, If you would like another beta-tester i would be happy to test your models, they are fantastic.
My email address is jonasoslott@yahoo.se


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Old 10-31-2003, 08:02 AM   #178
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just wanted to report back. i made a big leap on the dewback animation, so far i have done walking (with looking right and left) some kind of rour, idle standing and runing. still to do are the death sequences, mount, differnt hit and pain animations. i dont if the model need those jumping and flying things. does the tauntaun use these animations in game, i know it has them, but does it use them? thats because the dewback will be useble like the tauntaun. i hope to bring a frist version in game soon.
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Old 10-31-2003, 08:59 AM   #179
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glad to hear you are making good progress on the dewback. i am definitly looking forward to that one the most
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Old 11-02-2003, 05:47 AM   #180
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Naboo N-1

Here's one I whipped up tonight while sorta watching Final Fantasy on the Sci-Fi channel. (Was never happy with the detail of the .md3 prefab that was made by someone for Jedi Outcast & I didn't feel like mapping thisevening).

It's currently untextured and weighs in at 560 points (Though that will increase when I split things up for UV mapping). It's based on the toy - so it may be a bit "off" in places.



Needless to say this won't be released for a while - Duncan & Keshire are already both quite busy!


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Last edited by monsoontide; 11-03-2003 at 03:17 PM.
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Old 11-02-2003, 02:51 PM   #181
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looking good so far.

blueprint


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Old 11-02-2003, 03:09 PM   #182
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You don't need to model the droid, you can attach a droid to the model with some kind of tag, like in the x-wing


My projects:
Snow Speeder
Kaadu

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not at all, they came here[USA] to worship God however they wanted and it was built on the principals and rules of the Christian religion.
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Old 11-02-2003, 07:01 PM   #183
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Importing models as vehicles

Hey everyone,

I was wondering if anyone here(i.e. monsoontide) could tell me how i can make an md3 model into a fully functional, super awesome, vehicle.
Wufire (aka Wufire)

p.s. Monsoontide is my new best friend.
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Old 11-02-2003, 07:26 PM   #184
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Quote:
Originally posted by imyourfather
You don't need to model the droid, you can attach a droid to the model with some kind of tag, like in the x-wing
although, in this case someone might have make another version (with a .surf file) so the 'arms' don't accidentally poke through the sides.


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Old 11-03-2003, 11:48 AM   #185
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Re: Importing models as vehicles

Quote:
Originally posted by wufire
Hey everyone,

I was wondering if anyone here(i.e. monsoontide) could tell me how i can make an md3 model into a fully functional, super awesome, vehicle.
Wufire (aka Wufire)

p.s. Monsoontide is my new best friend.
If you have 3D Studio Max 4 or above, read duncan's tut, if not, you can always send the model and the textures to someone who has has it (EG, me)


My projects:
Snow Speeder
Kaadu

Quote:
Originally posted by yaebginn
not at all, they came here[USA] to worship God however they wanted and it was built on the principals and rules of the Christian religion.
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Old 11-03-2003, 03:22 PM   #186
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N-1 Update

I updated the Naboo N-1 pic above to show texturing and the fact that I pinched Raven's R2D2 Head - as t3rr0r noted I can't use the npc as it doesn't fit inside the ships hull.

BTW how do you add the r2d2 model anyway - what is the tag for it - and if you can do that, then in theory could you add any npc as part of a vehicle?


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Old 11-03-2003, 03:43 PM   #187
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my guess is it's bolt_droidNPC . Look in the .veh file, that's where you assign which model to use for the droidNPC . And yeah, I guess in theory you could use any model since you can assign it in the .veh file. I've never done this though so I dont know for sure.


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Old 11-03-2003, 05:57 PM   #188
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Manquesa - glad to see you got your landing gear problems sorted out...
Hope to see more of your work - how's about redoing that A-Wing prefab

imyourfather - what's the link for that tutorial you mentioned?

Duncan_10158 - How's progress? It now seems that I have:
Ewok Glider
Anakins Airspeeder
Aiwha
Naboo N-1
Desert Skiff mostly ready for you!!! Let me know when you need the next one - I don't just want to dump them all on you.


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Old 11-03-2003, 11:53 PM   #189
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So, is this going to be a vehicle pack? Or individual releases (sorry, i didnt read the whole thread) All the models look great We can use them in maps right?
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Old 11-04-2003, 12:32 AM   #190
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Individual releases - though they will become part of the OJP
Totally available for map builders to use - It'd be pointless making them otherwise!
Also I'm including the skinning templates so if anyone wants to do a better job or team colours, personalized paint jobs etc they can.


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Old 11-04-2003, 01:13 AM   #191
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Is it posible to make team aircraft? Is it done with the mapping radient or is there some code in the veh. file?
Im wanting to make team aircraft but I cant yet because I dont have jk3, I should hopfully get it at Cristmas!
Im also a mapper....
Im wanting to make a big CTF map with LOTs of vehicles in it,
I will place the vehicles in caves with useable turret guns outside so people can protect them and shoot down oppozing players...
The only thing that I really dont know for sure about is if the vehicles show team tags and if a team matecan kill another team mate in a vehicle......

Btw: just a sugjestion, please dont make vehicles able to run over walking players... I can see allot of lamming happaning with that, and it takes no skill........

[SF]


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Old 11-04-2003, 11:25 AM   #192
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I suggest if you are going to do a large CTF map then it use no aircraft. From experience in reguarly playing CTF maps they are best without too many large open areas. The flag should have 2-3 access roots to it but never be out in the open. This means it is actually possible to defend the flag and people can't just fly over then drop out and collect the flag. Large open areas also tend to kill the framerate.

Your best bet would be to use walkers or equivalent (is there an AT-AT in the works?) style land vehicles for use around the flag. Chuck in a few STAPs or Speeders and include a large space in the central region to fight in, otherwise I can't see that working too succesfully for proper games.
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Old 11-04-2003, 01:53 PM   #193
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Ill have the flag in a protected cave..... I think I know what you mean, but I still want some flying vehicles.... allot of land ones too dont wory about that...
I have detailed plans on graph papper right now, flag is in a small cave thats not to hard to get to but protected with guns and next to that a cave with flying vehicles, then next to that a cave with all kinds of land vehicles..... the cave isnt that deep dont worry........
LOTS of gun turrets too, and some monsters in pits that you can let out......
Flag's not out in the open then, but maybe ill have to tinker with ideas about that.......

there will be a big oppen space BUT there will be walls and texture to it all..... probably a pit in the middle and stuff like that.
I havent got it yet so I dont know exactly yet what people want..... ill make stuff for everyone.......

someone please answer this....
can teams shot down there own team vehicles and are there team markings on the vehicles.. like tags or something????


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Old 11-04-2003, 02:12 PM   #194
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Unless you have a HUGE map, don't even think of including spaceship vehicles (Check out the "Flight School" map that's doing the rounds for that sort of thing) since it's really hard to fly the damn ships and they can crash into the skybox - unless you really give it some time and patience (& a huge open map) most people tend to take of fire a couple of shots and then crash into something.
You can of course tweak the .veh files to make the ships more "flyable" in a confined space.
As far as team ships , you have alter the .npc file and do some custom skins for it - I don't know about friendly fire.
I think this is why Raven stuck to using vehicles only in their Siege maps.

It's all possible though - it just might take a bit more work than you might like to get it all working properly


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Old 11-04-2003, 05:31 PM   #195
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ok

The map will be HUGE, with a really HUGE place to fly in. No obsticles to wory about just KILL...
your right i will definently have allot of work to do... to bad I dont have the game yet
it will be deffinently be as big if not bigger than kotor flight school..


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Old 11-04-2003, 09:24 PM   #196
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Oooo... If you're still looking for suggestions... what about the Ebon Hawk (from KotOR)? I mean, it would be too big for a flyable vehicle, but as a misc_model it'd be a fantastic piece for a level designer like moi.. although yeah, it's 4000 years old in the time frame of JA.. but still... There's plenty of reference shots around...


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Old 11-04-2003, 11:14 PM   #197
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The only bad thing about flyable ships is the FPS. If you make a HUGE map, one that would be fun to fly around in, the FPS would be so low, it wouldnt be funny. Even if it had nothing in it, it would still be slow.... Plus, it wont look that good. I would suggest a few .md3s.... or something. ive got plans for a flyable map... but i have to see if i can pull it off, with good FPS, and a good size to fly in.

Quote:
Btw: just a sugjestion, please dont make vehicles able to run over walking players... I can see allot of lamming happaning with that, and it takes no skill........
So what? You can get in a vehicle and stop right back on the guy! Its not realistic at all if your riding a vehicle such as an AT-AT, and you cant step forward because a jawa wants to stand in front of your leg... or an ATST, they cant aim well, they take a lot of space on the screen, you should be able to stomp on people. Like the speeder bikes, when they hit you, you get knocked down... (you should die)

I do agree, it would probably get spammed, and it doesnt require any skill, but then thats why mappers shouldnt just spam there map with vehicles, in places that dont make sense... it makes no sense to put an ATST in a rebel base map... just like it makes no sense to put a swoop on kamino.


Hey uh... is someone making a snow speeder? If not, do you plan to?
monsoontide, what vehicles exaclty do you plan on making? Or is it all just requests?
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Old 11-04-2003, 11:21 PM   #198
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I see... very good point.
basicly my goal is to make a map were there are ALLOT of heavy equipment and orient it around them.
Ive been thinking, its not that bad to have the flag out in the oppen, because if there is a team protecting it with atst's speeders, turret guns, ect.. it would still be hard to get it.
there is always a way to balence it out.......
I do believe in having vehicles in.... caves, because that makes it harder for opposing players to blow them all up, and it keeps them out of the way, better fps probly too.

Is the radient similar to the one in jk2?


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Old 11-04-2003, 11:39 PM   #199
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Thumbs down No Requests

Sorry - Not taking requests - I kinda got carried away as it is!

Here's the current list.

STAP (Released)
Sith Speeder (Released)

Dewback (Model Finished - Anims in Progress by Duncan_10158)
Acklay (Model Finished - Anims In Progress by Keshire)
Speeder Bike (Model Finished - Waiting on conversion by Duncan_10158)

Biker Scout Player Model (Model Finished - Texturing In Progress)
Ewok Glider (Model Finished - Texturing In Progress)
Anakins Airspeeder (Model Finished - Texturing In Progress)
Naboo N-1 Stafighter (Model Finished - Texturing In Progress)
Aiwha (Model Finished - Texturing In Progress)
Skiff (Model Finished - Texturing In Progress)

Am considering a couple more but since I am making them faster than I can get them in game, it's either going to take longer, or I'll need more help - It's all the 3DSMAX stuff since I don't have it

Check the earlier pages in this thread for the images of the vehicles.


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Old 11-05-2003, 12:37 AM   #200
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Nice... very nice, i especially like the acklay, thats something NEVER thought i would see in a Jedi knight game, maybe a episode 2 game, but not jedi knight! thats great

Quote:
Is the radient similar to the one in jk2?
Yeah, i even hooked the JK2 radiant up to JA.... works fine.. but im not sure how it affects your levels. GTK has never run good on my PC.

Quote:
I see... very good point.
basicly my goal is to make a map were there are ALLOT of heavy equipment and orient it around them.
Ive been thinking, its not that bad to have the flag out in the oppen, because if there is a team protecting it with atst's speeders, turret guns, ect.. it would still be hard to get it.
there is always a way to balence it out.......
I do believe in having vehicles in.... caves, because that makes it harder for opposing players to blow them all up, and it keeps them out of the way, better fps probly too.
yeah thats good, sounds cool... hmm.. the flag idea would be cool! out in the open, but the other team waiting for ya, then they all open fire... that would be great.
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