Vek892
JKG Developer; Modeler
50 XP
15th October 2006
0 Uploads
#1
14 years ago
I am currently working on a saber/weapon that I had an idea from the "Admin Staff"all is well with it except it won't show the model I want: Tavion's Staff(shows a default staff instead), any help is appreciated. I am having another bug where it shows blanks for sabers and makes them not work on the server's(i.e. /saber kyle instead is now a reborn hilt). It is called Bar of Doom.
NOTE: This is a reemake of the New Revan Dark's Weapons, special weapon hammer. If this is not the issue then any other files i should look at?
Thanks in Advance,
~Vek892
Here is the shader file code:
Spoiler: Show
// Shader for dark wave hammer
models/weapons2/barofdoom/Saber
{
// Diffuse texture settings
// Specularity texture settings
q3map_nolightmap
{
map models/weapons2/barofdoom/saber
blendFunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map models/weapons2/barofdoom/saber_spec
blendFunc GL_SRC_ALPHA GL_ONE
detail
alphaGen lightingSpecular
}
{
map models/weapons2/barofdoom/saber_eviro
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcGen environment
}
}
models/weapons2/barofdoom/extras
{
// Diffuse texture settings
// Specularity texture settings
q3map_nolightmap
{
map models/weapons2/barofdoom/extras
blendFunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map models/weapons2/barofdoom/extras_spec
blendFunc GL_SRC_ALPHA GL_ONE
detail
alphaGen lightingSpecular
}
{
map models/weapons2/barofdoom/saber_eviro
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcGen environment
}
}
.sab file code:
Spoiler: Show
dual_100
{
name "^1Bar of Doom"
saberType SABER_SINGLE
saberModel "models/weapons2/barofdoom/saber_w.glm"
soundOn "sound/effects/null.wav"
soundLoop "sound/effects/null.wav"
soundOff "sound/effects/null.wav"
numBlades 3
saberLength 50
saberRadius 3
saberLength2 10
saberRadius2 5
saberLength3 15
saberRadius3 5
saberstyle strong
twohanded 1
throwable 0
spinSound "sound/weapons/staff/swing1.mp3"
swingSound1 "sound/weapons/hammers/swing1.mp3"
swingSound2 "sound/weapons/hammers/swing2.mp3"
swingSound3 "sound/weapons/hammers/swing3.mp3"
fallSound1 "sound/weapons/hammers/fall1.mp3"
fallSound2 "sound/weapons/hammers/fall2.mp3"
fallSound3 "sound/weapons/hammers/fall3.mp3"
blocking 0
onInWater 1
bounceOnWalls 1
moveSpeedScale 0.7
animSpeedScale 0.6
noRollStab 1
noStabDown 1
noWallRuns 1
noWallFlips 1
noWallGrab 1
noRolls 1
noFlips 1
noCartwheels 1
kataMove LS_SPINATTACK_ALORA
ParryBonus 9
disarmBonus 9
splashRadius 230
splashDamage 30
splashKnockback 300
forceRestrict FP_SABER_DEFENSE
forceRestrict FP_LIGHTNING
forceRestrict FP_GRIP
forceRestrict FP_LEVITATION
forceRestrict FP_SPEED
forceRestrict FP_DRAIN
forceRestrict FP_PROTECT
forceRestrict FP_ABSORB
forceRestrict FP_RAGE
forceRestrict FP_HEAL
forceRestrict FP_PUSH
forceRestrict FP_PULL
idleInBack "1"
//Blade Style 1
noWallMarks 1
noDlight 1
noBlade 1
noClashFlare 1
trailStyle 2
g2MarksShader "gfx/damage/burnmark4"
hitSound1 "sound/weapons/hammers/hit1.mp3"
hitSound2 "sound/weapons/hammers/hit2.mp3"
hitSound3 "sound/weapons/hammers/hit3.mp3"
blockSound1 "sound/weapons/hammers/block1.mp3"
blockSound2 "sound/weapons/hammers/block2.mp3"
blockSound3 "sound/weapons/hammers/block3.mp3"
blockEffect "sparks/spark.efx"
hitPersonEffect "sword/hitpeople2.efx"
hitOtherEffect "magic/wave.efx"
noIdleEffect 1
damageScale 2
transitionDamage 1
noManualDeactivate 1
knockbackScale 7
noDismemberment 1
bounceSound1 "sound/weapons/hammers/bounce1.mp3"
bounceSound2 "sound/weapons/hammers/bounce2.mp3"
bounceSound3 "sound/weapons/hammers/bounce3.mp3"
Jose Carlos
Why? Cause normal is boring.
50 XP
28th March 2006
0 Uploads
#2
14 years ago
Switch the spec and enviro places in the shader. I'm not sure about this, but it could cause some problems, since a detail level should never be between two non-details. And you seriously need to work on the .sab file, unless you want this to be a powerhouse. A small slowdown just won't compensate for an extra blade, double damage and parry and disarm bonuses.
Vek892
JKG Developer; Modeler
50 XP
15th October 2006
0 Uploads
#3
14 years ago
Powerhouse indeed. Just a new bug from some testers All sabers are now reborns except for custom saber hilts. NOTE: I have not tried your idea yet, Jose.
tobias104
A well-oiled toaster oven
50 XP
12th August 2006
0 Uploads
#4
14 years ago
It seems that you dont have the ending } on your .sab file. :)
Vek892
JKG Developer; Modeler
50 XP
15th October 2006
0 Uploads
#5
14 years ago
tobias104;3412880It seems that you dont have the ending } on your .sab file. :)
Will that fix the saber menu's issue as well as the Staff(right now if is a Default Saber)?
tobias104
A well-oiled toaster oven
50 XP
12th August 2006
0 Uploads
#6
14 years ago
I don't know, it depends on the circumstances, but I am absolutely sure that it won't hurt, and that it is necessary.
Vek892
JKG Developer; Modeler
50 XP
15th October 2006
0 Uploads
#7
14 years ago
everything is fixed! yay! thanks, now is it worth posting on jk3 files?
tobias104
A well-oiled toaster oven
50 XP
12th August 2006
0 Uploads
#8
14 years ago
I can't try it out due to a Video Card problem, but I'm sure that it will be ready when you're satisfied with it.
Mad Cat MkII
Sazamaphrase
50 XP
6th November 2005
0 Uploads
#9
14 years ago
Hey TY
Sorry that was compleatly spam in an effort for on topic try just copieing the whole darkwave hammer .sab and change the file paths
Vek892
JKG Developer; Modeler
50 XP
15th October 2006
0 Uploads
#10
14 years ago
madcatmach2;3414720Hey TY
Sorry that was compleatly spam in an effort for on topic try just copieing the whole darkwave hammer .sab and change the file paths
hi, i did make it work, just it's a powerhouse soo i need to lower it down to a standard saber's attacks.