[WIP] - Staff of Doom -1 reply

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Vek892

JKG Developer; Modeler

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15th October 2006

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#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.

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28th March 2006

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#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

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15th October 2006

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#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

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12th August 2006

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#4 14 years ago

It seems that you dont have the ending } on your .sab file. :)




Vek892

JKG Developer; Modeler

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15th October 2006

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#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

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12th August 2006

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#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

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15th October 2006

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#7 14 years ago

everything is fixed! yay! thanks, now is it worth posting on jk3 files?




tobias104

A well-oiled toaster oven

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12th August 2006

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#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

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6th November 2005

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#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

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15th October 2006

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#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.