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mapping really BAAAAAAAAAAD :(

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 loefazzer
11-26-2004, 10:19 AM
#1
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
 Jedi_Vogel
12-03-2004, 4:51 AM
#2
Are you wanting it as a vehicle or a static model?
 loefazzer
12-04-2004, 5:13 AM
#3
vehicle
 Jedi_Vogel
12-04-2004, 8:41 AM
#4
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.
 loefazzer
12-04-2004, 12:49 PM
#5
dont work :(
 Jedi_Vogel
12-04-2004, 5:03 PM
#6
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.
 loefazzer
12-04-2004, 10:27 PM
#7
not workin :(
 Jedi_Vogel
12-05-2004, 1:30 AM
#8
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.
 Jedi_Vogel
12-05-2004, 4:51 AM
#9
I've received your e-mail. It is a Jedi Starfighter you're trying to get to work, yes?
 loefazzer
12-05-2004, 10:53 AM
#10
yea, but i reskined it
 Jedi_Vogel
12-05-2004, 11:26 AM
#11
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. :)
 loefazzer
12-05-2004, 11:50 AM
#12
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??
 Jedi_Vogel
12-05-2004, 1:23 PM
#13
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.
 loefazzer
12-05-2004, 8:51 PM
#14
ok
 Jedi_Vogel
12-06-2004, 3:51 AM
#15
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 :)
 GothiX
12-06-2004, 5:53 AM
#16
For the plant, use a misc_model_static.
 loefazzer
12-06-2004, 8:58 AM
#17
k thx
ill be waiting :D
 loefazzer
12-07-2004, 5:24 AM
#18
by the way
ive downloaded fountain .md3 model from 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
 Jedi_Vogel
12-07-2004, 7:51 AM
#19
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?
 loefazzer
12-07-2004, 10:51 AM
#20
nope
:(
 MDN14
12-09-2004, 6:34 AM
#21
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.
 Jedi_Vogel
12-09-2004, 7:17 AM
#22
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? :confused:
 GothiX
12-09-2004, 8:02 AM
#23
water_starfighter.

And filenames don't mean [wedge].
 loefazzer
12-09-2004, 7:57 PM
#24
so
any ideas how to put it into map??
 Jedi_Vogel
01-08-2005, 2:02 PM
#25
put an NPC_Vehicle entity in and set the key "NPC_Type" to "water_starfighter"...
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