misc_model_shield_power_converter -1 reply

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Widdimur

The second Kushiban

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25th June 2008

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#1 8 years ago

Hey,

I've been using entity only recompiles to add models to the Bespin Streets single player level in jk2. The problem is, some models don't show up for people, but they do to me, even when the maps being hosted on another server with the edit and my base folder is cleared. Many of the models in models/map_objects/cinimatics work fine, but I'm trying to get a R5 model into my map using the model key with the shield _power_converter, any thoughts? :)




~*Seto*~

Trapped in the interchet

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20th October 2007

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#2 8 years ago

When you install GTK Radiant, it adds some extra models and textures to your base folder, which might explain why you have models that others don't.

Now as for adding an R5 model, first you should confirm that there does indeed exist an R5 md3 in the original assets, because if not then you won't be able to add the model (though you can still add an NPC). Also, I think misc_model_health_power_converter is better to use than the shield power converter because it doesn't show the yellow charge bar above it when you target, although I'm speaking only from experience in JKA and not JK2.




Widdimur

The second Kushiban

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25th June 2008

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#3 8 years ago

Thanks for the reply, I've seen a R5 model added to FFA_Bespin on the IKBR server, it is non-solid and it moves, everyone can see it too. Perhaps, because it's nonslid... he uses something different then a misc_model_shield_power_converter? Anyhow, it's surely in the original assets. Btw, is it possible to add a NPC entity to Jedi Outcast MP levels via this technique?

EDIT:I was wrong, there is no R5 .md3 in the assets... I wonder how they do it then. There is a .GLM and .GLA.




vendettaz7

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9th May 2008

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#4 8 years ago

They might be using a func_train entity to do this. (Model2 key) Also, you should use the .glm one. The .gla is for animations i think.




Widdimur

The second Kushiban

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#5 8 years ago

I don't think you can add a origin brush with entity only edits though. I don't think G2model does the trick. Another clue: The droid on their server is non-solid, it can't be shield_power_unit, I don't think. They suggested a misc_model, that just doesn't make any sense though...




vendettaz7

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#6 8 years ago
Widdimur;5050946I don't think you can add a origin brush with entity only edits though. I don't think G2model does the trick. Another clue: The droid on their server is non-solid, it can't be shield_power_unit, I don't think. They suggested a misc_model, that just doesn't make any sense though...

It is possible to add origin brushes... At least in jka it is. We're talking about jk2 here, right?




Widdimur

The second Kushiban

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#7 8 years ago

Yeah.




~*Seto*~

Trapped in the interchet

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#8 8 years ago

If there is no md3, then it is certainly an NPC. Nonsolid probably means it has the spawnflag set that makes it nonsolid. You can add any entity via entity hacking, just some of them require certain preconditions to be met. NPCs are easy, though, give it a try.




vendettaz7

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#9 8 years ago
~*Seto*~;5052279If there is no md3, then it is certainly an NPC. Nonsolid probably means it has the spawnflag set that makes it nonsolid. You can add any entity via entity hacking, just some of them require certain preconditions to be met. NPCs are easy, though, give it a try.

As far as i know, you can't use NPC's in jk2 multiplayer...




~*Seto*~

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#10 8 years ago

Let me check out the entity definitions for JK2 and get back to you then...

EDIT: Well, I just looked in the assets0.pk3 and found models/players/droids/r5d2.md3, though I think that may only be the body and not the head...

Looked more and saw models/players/r5d2/model.glm, so you might wanna try that using the misc_G2model entity. I've never used a misc_G2model before, but based on the definition it takes an arbitrary glm type model and displays it, and if it works then it would definitely be non-solid, so this sounds like it might be what you saw.




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