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ForumsCog Forum → viewsave.cog
viewsave.cog
2003-07-30, 1:21 AM #1
Hey, everyone. I was hoping someone could tell me where I can find "viewsave.cog". The cog is supposedly suppose to fix detailed HOM. To my understanding, it is made by Jeff Walters and was used in his famous level Drazen Isle. Please, if anyone knows the script for viewsave.cog or knows where I can find it let me know.

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Tom Kiscadden
2003-07-30, 1:44 AM #2
Hi there [http://forums.massassi.net/html/smile.gif]

Why not download the Drazen Isle JK multi-player map and extract the viewsave cog from ConMan?

Anyone with Drazen Isle and ConMan can extract the cog.

The reason I say this is that I don't know whether it's right to post someone else's cog without their permission - it's always worth emailing the author to ask (especially with such a useful cog [http://forums.massassi.net/html/wink.gif] )

If you still need some help, email me and I'll see what I can do [http://forums.massassi.net/html/smile.gif]

------------------
"Life is mostly froth and bubble,
But two things stand in stone,
Kindness in another's trouble,
Courage in your own"
("Ye Wearie Wayfarer" - by Adam Lindsay Gordon)
"lucky_jackpot is the smily god..." -gothicX
"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
- "Ye Wearie Wayfarer"
|| AI Builder: compatible with both JK & MotS || My website ||
2003-07-30, 2:56 AM #3
Well, if you read in the Drazen Isle read-me file Jeff states under the "Bugs/Quirks/Notes" section that anyone can use any mat, 3do, or cog in his level just as long as credit is given to the right person and in that will abide to.

------------------
Tom Kiscadden
2003-07-30, 3:29 AM #4
Well in that case [http://forums.massassi.net/html/wink.gif] lol

Thanks go to Jeff Walters for this clever cog [http://forums.massassi.net/html/smile.gif]

Code:
# Jedi Knight Cog Script
#
# ViewSave.cog
#
# When a sector is entered it unadjoins some far off sectors and gies some adjoins GE0 4
# (visible). When sector is exited - resets. This works along the similar line of LEC's
# original door cogs as a way to improve framerate.
#
# 'view' sectors = the sectors the player enters to trigger the cog
# 'prob' sectors = the sectors that are unadjoined. 
# 'fix' surfaces = the adjoins that are made visible.
#
# [JW]
#
# (C) 1999 Jeff Walters
flags=0x240

symbols

message  entered
message  exited
message  newplayer

sector   view1	linkid=1
sector   view2	linkid=1
sector   view3	linkid=1
sector   view4	linkid=1
sector   view5	linkid=1
sector   view6	linkid=1
sector   view7	linkid=1
sector   view8	linkid=1
sector   view9	linkid=1
sector   view10	linkid=1
sector   view11	linkid=1
sector   view12	linkid=1
sector   view13	linkid=1
sector   view14	linkid=1
sector   view15	linkid=1
sector   view16	linkid=1
sector   view17	linkid=1
sector   view18	linkid=1
sector   view19	linkid=1
sector   view20	linkid=1
sector   view21	linkid=1
sector   view22	linkid=1
sector   view23	linkid=1
sector   view24	linkid=1
sector   view25	linkid=1
sector   view26	linkid=1
sector   view27	linkid=1
sector   view28	linkid=1
sector   view29	linkid=1
sector   view30	linkid=1

sector  prob1
sector  prob2
sector  prob3
sector  prob4
sector  prob5
sector  prob6
sector  prob7
sector  prob8
sector  prob9
sector  prob10
sector  prob11
sector  prob12
sector  prob13
sector  prob14
sector  prob15

surface	fix1
surface	fix2
surface	fix3
surface	fix4
surface	fix5
surface	fix6
surface	fix7
surface	fix8
surface	fix9
surface	fix10
surface	fix11
surface	fix12
surface	fix13
surface	fix14
surface	fix15
surface	fix16
surface	fix17
surface	fix18
surface	fix19
surface	fix20
surface	fix21
surface	fix22
surface	fix23
surface	fix24
surface	fix25
surface	fix26
surface	fix27
surface	fix28
surface	fix29
surface	fix30

end

## Code Section
code

entered:
	if(GetSenderID() != 1) Return;
	SetFaceGeoMode(fix1,4);
	SetFaceGeoMode(fix2,4);
	SetFaceGeoMode(fix3,4);
	SetFaceGeoMode(fix4,4);
	SetFaceGeoMode(fix5,4);
	SetFaceGeoMode(fix6,4);
	SetFaceGeoMode(fix7,4);
	SetFaceGeoMode(fix8,4);
	SetFaceGeoMode(fix9,4);
	SetFaceGeoMode(fix10,4);
	SetFaceGeoMode(fix11,4);
	SetFaceGeoMode(fix12,4);
	SetFaceGeoMode(fix13,4);
	SetFaceGeoMode(fix14,4);
	SetFaceGeoMode(fix15,4);
	SetFaceGeoMode(fix16,4);
	SetFaceGeoMode(fix17,4);
	SetFaceGeoMode(fix18,4);
	SetFaceGeoMode(fix19,4);
	SetFaceGeoMode(fix20,4);
	SetFaceGeoMode(fix21,4);
	SetFaceGeoMode(fix22,4);
	SetFaceGeoMode(fix23,4);
	SetFaceGeoMode(fix24,4);
	SetFaceGeoMode(fix25,4);
	SetFaceGeoMode(fix26,4);
	SetFaceGeoMode(fix27,4);
	SetFaceGeoMode(fix28,4);
	SetFaceGeoMode(fix29,4);
	SetFaceGeoMode(fix30,4);
	SetSectorAdjoins(prob1, 0);
	SetSectorAdjoins(prob2, 0);
	SetSectorAdjoins(prob3, 0);
	SetSectorAdjoins(prob4, 0);
	SetSectorAdjoins(prob5, 0);
	SetSectorAdjoins(prob6, 0);
	SetSectorAdjoins(prob7, 0);
	SetSectorAdjoins(prob8, 0);
	SetSectorAdjoins(prob9, 0);
	SetSectorAdjoins(prob10, 0);
	SetSectorAdjoins(prob11, 0);
	SetSectorAdjoins(prob12, 0);
	SetSectorAdjoins(prob13, 0);
	SetSectorAdjoins(prob14, 0);
	SetSectorAdjoins(prob15, 0);	
	Return;

exited:
	if(GetSenderID() != 1) Return;
	call changer;	
	Return;

newplayer:
	call changer;
	Return;

changer:
	SetFaceGeoMode(fix1,0);
	SetFaceGeoMode(fix2,0);
	SetFaceGeoMode(fix3,0);
	SetFaceGeoMode(fix4,0);
	SetFaceGeoMode(fix5,0);
	SetFaceGeoMode(fix6,0);
	SetFaceGeoMode(fix7,0);
	SetFaceGeoMode(fix8,0);
	SetFaceGeoMode(fix9,0);
	SetFaceGeoMode(fix10,0);
	SetFaceGeoMode(fix11,0);
	SetFaceGeoMode(fix12,0);
	SetFaceGeoMode(fix13,0);
	SetFaceGeoMode(fix14,0);
	SetFaceGeoMode(fix15,0);
	SetFaceGeoMode(fix16,0);
	SetFaceGeoMode(fix17,0);
	SetFaceGeoMode(fix18,0);
	SetFaceGeoMode(fix19,0);
	SetFaceGeoMode(fix20,0);
	SetFaceGeoMode(fix21,0);
	SetFaceGeoMode(fix22,0);
	SetFaceGeoMode(fix23,0);
	SetFaceGeoMode(fix24,0);
	SetFaceGeoMode(fix25,0);
	SetFaceGeoMode(fix26,0);
	SetFaceGeoMode(fix27,0);
	SetFaceGeoMode(fix28,0);
	SetFaceGeoMode(fix29,0);
	SetFaceGeoMode(fix30,0);
	SetSectorAdjoins(prob1, 1);
	SetSectorAdjoins(prob2, 1);
	SetSectorAdjoins(prob3, 1);
	SetSectorAdjoins(prob4, 1);
	SetSectorAdjoins(prob5, 1);
	SetSectorAdjoins(prob6, 1);
	SetSectorAdjoins(prob7, 1);
	SetSectorAdjoins(prob8, 1);
	SetSectorAdjoins(prob9, 1);
	SetSectorAdjoins(prob10, 1);
	SetSectorAdjoins(prob11, 1);
	SetSectorAdjoins(prob12, 1);
	SetSectorAdjoins(prob13, 1);
	SetSectorAdjoins(prob14, 1);
	SetSectorAdjoins(prob15, 1);
	Return;
end


Cheers Jeff, wherever you are [http://forums.massassi.net/html/biggrin.gif]
"lucky_jackpot is the smily god..." -gothicX
"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
- "Ye Wearie Wayfarer"
|| AI Builder: compatible with both JK & MotS || My website ||
2003-07-30, 4:56 AM #5
Thanxs a lot!

------------------
Tom Kiscadden
2003-07-31, 7:39 AM #6
[http://forums.massassi.net/html/eek.gif]

That cog badly needs to use arrays.

------------------
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-07-31, 10:34 AM #7
Hey i'm only quoting the cog exactly as Jeff wrote it lol [http://forums.massassi.net/html/smile.gif]

But I concur with that thought [http://forums.massassi.net/html/wink.gif]

------------------
"Life is mostly froth and bubble,
But two things stand in stone,
Kindness in another's trouble,
Courage in your own"
("Ye Wearie Wayfarer" - by Adam Lindsay Gordon)
"lucky_jackpot is the smily god..." -gothicX
"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
- "Ye Wearie Wayfarer"
|| AI Builder: compatible with both JK & MotS || My website ||

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