Help With Vehicle Weapons -1 reply

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Eckhunmarlas

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15th August 2008

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#1 10 years ago

I know i am risking a lot of criticism by doing this but i need help.

I am working on a star destroyer vehicle and i was wondering how i would make a missile be a Kamikaze Tie Fighter and launch it self, i know i need to make an md3 of the tie fighter and all that but from there on out, I am completely lost here it is so far if any of you wanted to see, it is already in-game and flies smoothly

shot0004.jpg




NAB622

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8th October 2005

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#2 10 years ago

If you want to cheat, you can use a func_static for the tie-fighter. Use the "model2" key to make it display a model, and then script it to move.

You COULD use a func_door, but it's just so much better to script something like this.

About criticism...that texture on the side of the star destroyer is quite stretched. I would highly suggest lowering the scale on that texture a lot. Can't really see much detail on it.




Guest

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#3 10 years ago

Holy cow! That is one huge star destroyer!!! Brush/modelwise it looks pretty good, but as Nab said, the texture looks a bit stretched.




Eckhunmarlas

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#4 10 years ago

This is a star destroyer Vehicle guys, like a shuttle it is an actual vehicle and i wanted to know how to make it launch a Kamikaze tie fighters as missiles how would i do this for a vehicle?




NAB622

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#5 10 years ago

Ah, missed the part about it being a vehicle. I imagine you'll need a whole new weapon class to do that. I don't know if weapon projectiles can be models or not...probably not without a code mod.

Someone please correct me if I'm wrong.




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#6 10 years ago

Models for projectile weapons were done already in baseJA. The AT-ST's side cannon fires a missile, does it not?

You just need to add a line in the .vwp file that points at the model you want to use.




Eckhunmarlas

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#7 10 years ago

@Jose Thanks man, now all I have to do is figure out how to put auto turrets on it and how to fix the turn speed >.>




Crazy Assassin

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#8 10 years ago

I forget which one it is, but either the JKA MP SDK or GTK Radiant 1.4 comes with .md3 versions of the ships.

Just grab that, make a new path for it, and make sure you include the textures in the proper path. If you want it to look for new textures, you'll have to modify the .md3. (See: below)

(below) To make it use new textures, simply open the .md3 in MD3View (Comes with GTK Radiant), and save it as a .glm. Open the .glm in modview, and write down the object names. Now use these names to make a .skin file, and make it look for the apropriate textures. Now opwn then original .md3 again, and import the .skin. Save as an md3, and order me a pizza for helping you. =p




Eckhunmarlas

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#9 10 years ago

Crazy Assassin;4783264I forget which one it is, but either the JKA MP SDK or GTK Radiant 1.4 comes with .md3 versions of the ships.

Just grab that, make a new path for it, and make sure you include the textures in the proper path. If you want it to look for new textures, you'll have to modify the .md3. (See: below)

(below) To make it use new textures, simply open the .md3 in MD3View (Comes with GTK Radiant), and save it as a .glm. Open the .glm in modview, and write down the object names. Now use these names to make a .skin file, and make it look for the apropriate textures. Now opwn then original .md3 again, and import the .skin. Save as an md3, and order me a pizza for helping you. =p

I already knew how to do that, but if you want that pizza, you can help me with the auto turrets, lol:lol:




Crazy Assassin

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#10 10 years ago

I saw a Y-Wing that could do that. I think it was that Deathstar Trench Run map.

Edit: Yep, it's the Deathstar Trench V2 map.

Deathstar Trench v2.0, Jedi Knight 3 Downloads, Jedi Knight 3 Free For All




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