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How can i reverse a lightsaber? [Solved]

Posted: Fri Feb 01, 2008 6:18 pm
by TheDarkMask
Hey I have a little question:

Haw can I make the lightsaber, so it looks like in the picture?
Image

Re: Lightsaber

Posted: Fri Feb 01, 2008 6:31 pm
by EGG_GUTS
upside down?
I'm pretty sure you make the

LightSaberLength = "1.0" a negative so "-1.0"

Code: Select all

FirePointName       = "hp_fire"
LightSaberLength    = "-1.0"
LightSaberWidth     = "0.08"
LightSaberTexture   = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"
I think. Try It, and see if it works.

Re: Lightsaber

Posted: Fri Feb 01, 2008 6:37 pm
by TheDarkMask
Thanks I'll try it :D

Re: Lightsaber

Posted: Fri Feb 01, 2008 6:45 pm
by Silas
yeah, it works, but it looks really weird with some animations, like anakin's. the idle pose looks cool, but the actual fighting looks messed up.

Re: Lightsaber

Posted: Fri Feb 01, 2008 6:46 pm
by TheDarkMask
Did anyone make a good animation for this?

Re: Lightsaber

Posted: Fri Feb 01, 2008 6:55 pm
by The_Emperor
doesnt doing that make the entire lightsaber glow too?

Re: Lightsaber

Posted: Fri Feb 01, 2008 7:16 pm
by TheDarkMask
I have a problem:
When I add the sith into my map, it crashes!

My lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")

ReadDataFile("dc:SIDE\\jed.lvl",
"jed_sith_01")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

AddUnitClass(CIS, "jed_sith_01",1,4)

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:RVG\\RVG.lvl", "RVG_conquest")
ReadDataFile("dc:RVG\\RVG.lvl", "RVG_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
My jed.req:
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"jed_knight_01"
"jed_knight_02"
"jed_knight_03"
"jed_knight_04"
"jed_master_01"
"jed_master_02"
"jed_master_03"
"jed_sith_01"
"jed_runner"
"jed_sith_05"
}
}

Re: Lightsaber

Posted: Fri Feb 01, 2008 7:24 pm
by The_Emperor
Cant see any problems there, any error messages? And could you post the Sith odf? Also, when during loading does it crash? Make sure you didn't make any typos, especially in weaponnames and stuff.

Re: Lightsaber

Posted: Fri Feb 01, 2008 7:27 pm
by TheDarkMask
There can't be a problem, because I just changed the texture from the Sith in the jed side

Here the odf:
Hidden/Spoiler:
// Maul
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "jed_inf_sith.msh"

[Properties]
AISizeType = "hover"

ClothODF = "jed_inf_sith_cape"
GeometryName = "jed_inf_sith"
GeometryLowRes = "jed_inf_sith_low1"
OverrideTexture = "jed_inf_sith01"


HealthType = "person"
MaxHealth = 300.0
AddHealth = 30.0

NoEnterVehicles = 1

MaxSpeed = 8.0
MaxStrafeSpeed = 6.0
MaxTurnSpeed = 5.0
JumpHeight = 3.5
RecoverFromTumble = "1"

//Jet Jump
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
//Jet Jump End

WEAPONSECTION = 1
WeaponName = "sit_weap_doublesaber"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "com_weap_inf_sabre_throw"
WeaponAmmo = 0
WeaponChannel = 1

//WeaponName3 = "com_weap_inf_force_push"
//WeaponAmmo3 = 0
//WeaponChannel3 = 1

//SOUND
//SndHeroSelectable = ""
//SndHeroSpawned = "hero_maul_spawn"
//SndHeroDefeated = "hero_maul_exhausted"
//SndHeroKiller = "hero_maul_exhausted"

//VOSound = "hero_maul_AcquiredTarget AcquiredTarget"
//VOSound = "hero_maul_KillingSpree4 KillingSpree4"

VOUnitType = 0181
//SoldierMusic = "cis_hero_Maul_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"

Re: Lightsaber

Posted: Fri Feb 01, 2008 7:58 pm
by Crazy_Ewok
I can think of a few things that might make the map crash but I'm not totally sure. First, I'm pretty sure that if you don't have com_weap_inf_sabre throw or com_weap_inf_force_push in your sides folder, the map will crash. Also, what does jed_sith_01's req look like. A backwards blade looks best if you set the blade length and width of the first part of a maul saber to 0. For animations, when you have it working ingame try using these animations that I mixed for my Shaak Ti
http://files.filefront.com/shaakzip/;95 ... einfo.html Just give me credit if you use them. Finally, could you post your error log. I hope this helped :D

Re: Lightsaber

Posted: Fri Feb 01, 2008 10:25 pm
by EGG_GUTS
post the lightsaber odf too.

Re: Lightsaber

Posted: Sat Feb 02, 2008 9:04 am
by TheDarkMask
Okay i fixed the problem. In the .odf was a wrong icon :lol:
Okay here some Screens:
At first: is there a way to fix this?
Image
The 2nd:
Image
And here my favorite:
Image

Re: Lightsaber

Posted: Sat Feb 02, 2008 9:09 am
by PsYcH0_]-[aMsT3r
I know the guy who made the clan duel arena chars and ther was a saber like that in ill take 2 him to see how he did it

Re: Lightsaber

Posted: Sat Feb 02, 2008 9:17 am
by TheDarkMask

Re: Lightsaber

Posted: Sat Feb 02, 2008 9:30 am
by The_Emperor
The_Emperor wrote:doesnt doing that make the entire lightsaber glow too?
Told you :P

The hardpoint is on the wrong side, you merely turned the effect around but the hardpoint is still in the same spot. The only way to fix that is to make a new model. I'm quite certain someone already made a backhandsaber though, you should ask around.

Re: Lightsaber

Posted: Sat Feb 02, 2008 9:33 am
by TheDarkMask
Okay, maybe I ask Thunder, or Caleb.

Video Update-I removed the glow effect:

http://files.filefront.com/Sabreavi/;95 ... einfo.html

Re: Lightsaber

Posted: Sat Feb 02, 2008 9:54 am
by PsYcH0_]-[aMsT3r
The_Emperor wrote:
The_Emperor wrote:doesnt doing that make the entire lightsaber glow too?
Told you :P

The hardpoint is on the wrong side, you merely turned the effect around but the hardpoint is still in the same spot. The only way to fix that is to make a new model. I'm quite certain someone already made a backhandsaber though, you should ask around.
My frend made a saber like that with a different hardpoint, ill try gettin it off him.

oopsy somethin wrong with that quote not tryed it b4 :oops:

Re: Lightsaber

Posted: Sat Feb 02, 2008 9:55 am
by TheDarkMask
PsYcH0_]-[aMsT3r wrote:
The_Emperor wrote:
The_Emperor wrote:doesnt doing that make the entire lightsaber glow too?
Told you :P

The hardpoint is on the wrong side, you merely turned the effect around but the hardpoint is still in the same spot. The only way to fix that is to make a new model. I'm quite certain someone already made a backhandsaber though, you should ask around.
My frend made a saber like that with a different hardpoint, ill try gettin it off him :P
This would be great :D

Re: Lightsaber

Posted: Sat Feb 02, 2008 10:09 am
by PsYcH0_]-[aMsT3r
OK im confused now. i dont know if this is good or bad :S anyway i looked at the saber in Clan Duel Arena and its actually a double saber with the top saber not out. il try makin my own 1 and post wen its done

Re: Lightsaber

Posted: Sat Feb 02, 2008 11:25 am
by Crazy_Ewok
I can't see any of the videos, oh well. Try this backward lightsaber I attached. It's maul's minus the front blade. :maulsaber: