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10-04-2005, 09:07 AM
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#1
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Rookie
Join Date: Oct 2005
Posts: 41
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Model scaling
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. :P
Last edited by Botch; 10-05-2005 at 08:04 AM.
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10-04-2005, 11:44 AM
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#2
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Rookie
Join Date: Sep 2005
Posts: 72
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i think so. try and find out 
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10-05-2005, 09:57 PM
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#3
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Rookie
Join Date: Jun 2004
Posts: 15
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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...
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10-05-2005, 10:11 PM
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#4
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The Stig
Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,242
Current Game: Borderlands 2
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Quote:
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Originally Posted by Botch
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. :P
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if im not mistaken, the sandcrawler doesnt work in MP, well it has like no AI.
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10-06-2005, 02:25 AM
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#5
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Join Date: Sep 2005
Posts: 72
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i think he's mapping it in to the map, not making new vehicle or something :P
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10-06-2005, 03:43 AM
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#6
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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Quote:
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Originally Posted by ensiform
if im not mistaken, the sandcrawler doesnt work in MP, well it has like no AI.
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I beleive Tinny has ported the SP code for that NPC class, but it's not 100% yet.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-06-2005, 04:22 AM
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#7
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Rookie
Join Date: Sep 2005
Posts: 72
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ahh you're talking about sand worm (sand_creature in npc-files)!
sand crawler is that big 1337 vehicle jawas drive around
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10-06-2005, 07:14 AM
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#8
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Rookie
Join Date: Oct 2005
Posts: 41
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Thanks for answering guys. Pity that it was not finished.
Jufa the double poster! :P
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10-06-2005, 11:13 AM
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#9
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Join Date: Sep 2003
Posts: 159
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Even if tinny did port it over, it still wouldnt work for most mods and basejka :/
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10-06-2005, 02:08 PM
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#10
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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Well, obviously you'd have to be running the modified code for it to work.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-06-2005, 06:46 PM
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#11
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Join Date: Apr 2002
Posts: 1,187
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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.
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10-06-2005, 07:45 PM
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#12
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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We'll get to them eventually. It will be much easier to port once I've finished the SP nav code.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-07-2005, 02:02 AM
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#13
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Rookie
Join Date: Sep 2005
Posts: 72
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how you port those SP npc AI -codes to the mp code`?
i'd like to use some npc code in my mod.
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10-07-2005, 02:14 AM
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#14
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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It takes a lot of code changes....a lot. OJP is currently slowly porting all the NPC ai code.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-07-2005, 03:01 AM
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#15
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Rookie
Join Date: Sep 2005
Posts: 72
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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.
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10-07-2005, 12:02 PM
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#16
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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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.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-07-2005, 01:20 PM
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#17
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Rookie
Join Date: Sep 2005
Posts: 72
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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)
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10-07-2005, 03:27 PM
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#18
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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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.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-08-2005, 06:26 AM
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#19
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Rookie
Join Date: Sep 2005
Posts: 72
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yea that's true. but when porting it i think i'll learn how the parts of it work :P
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10-08-2005, 06:49 AM
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#20
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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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.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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10-08-2005, 07:06 AM
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#21
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Rookie
Join Date: Sep 2005
Posts: 72
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heh  but i'm not good at giving up so i'll at least try to do it 
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10-08-2005, 04:38 PM
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#22
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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That's the spirit. 
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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