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ForumsJedi Knight and Mysteries of the Sith Editing Forum → 3do first person problems
3do first person problems
2005-08-22, 11:16 AM #1
Ok as some of you may know I am working on a massive patch for JK. I have over halued most of the guns and added some new ones, however. I am starting to have some problems with trying to creat the internial meshes for the whepons. they look fine in JOKE but when I load them into the game it looks like this. By the way thisis seposede to be a Blastech A-280 (AKA hoth trooper rifle).
[http://propaholics.wolfchasers.com/maian_uploader/uploads/problem.JPG]
2005-08-22, 11:19 AM #2
Ah, there is some kind of bug in JK that gives problems while trying to display internal meshes. There is a cog floating around here somewhere that fixes it, but I dont have it on hand. Im know somebody does though, so its just a matter of waiting for them to respond.
2005-08-22, 12:30 PM #3
I think it's called Seifer's cog, and IIRC, it doesn't use JK's internal mesh system at all. Instead, it creates a regular thing in front of the player and attaches it to him. I haven't ever seen the cog, though.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-08-22, 2:39 PM #4
Any one got some other sugestions. If you cant tell the scope is seposed to be in the mount and that is ontop of the gun.
2005-08-22, 3:47 PM #5
ditch the jkSetPovWhatever()'s and use things. Send a message to a cog (flags=0x200) that starts a pulse (faster than framerate) that teleports the thing to the player, use other messages to do animations.
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-08-22, 4:15 PM #6
u need siefers cog, or perhaps Prodigy's method, I should really take a look at your weapon cogs tonight.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-08-22, 8:45 PM #7
Proddigy's is the same as seifer's, except maybe the teleport thing, which might very well work better (there are very rare occasions the weapon mesh will disappear from view when the player is "on"/"leaning through" the adjoin of a sector... since TeleportThing() updates the sector and SetThingPos() does not, it might fix the problem).
Anyway, a bug-fixed seiferized bryar....
Attachment: 6893/seiferized_bryar.zip (4,123 bytes)
May the mass times acceleration be with you.
2005-08-23, 4:23 AM #8
I guess I'll try that cog first. Any way to make the defalt cogs work with my gun?
2005-08-23, 5:57 AM #9
and any worth while fixes to stop the crashing
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-08-23, 6:12 AM #10
Go back to the model, cleave out a surface "under" the scope that is showing through, just cut a piece out thats the appropriate length. Set that surface to not rendered or flat out delete it. I've done this before on some models with minor clipping problems.

Thats the only other way besides the seifer style cog.
-El Scorcho

"Its dodgeball time!" -Stormy Waters
2005-08-23, 6:48 AM #11
Well the COG works so well That I don't think I will bother with the other way of doing it (the choping).
2005-08-23, 11:49 AM #12
I found out that the things crash the game for some reason because the pulse is being started right on startup. When you reset after dying it crashes for some reason. I also noticed that reseting doesn't send the startup message. If you start the pulse in a really short timer it seems to stop crashing.
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-08-23, 12:46 PM #13
It's not a bug in JK at all. When it renders internal models, it turns the z-buffer off. This is so guns don't do odd things like stick through walls. The solution is to only have one mesh in the internal model, or to re-order the meshes so they are drawn in an order that gets correct results. With some cogged version, it will do things like stick through walls.
2005-08-23, 1:51 PM #14
Originally posted by JM:
The solution is to only have one mesh in the internal model, or to re-order the meshes so they are drawn in an order that gets correct results.

It also happens with models consisting of one single mesh.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-08-23, 3:15 PM #15
you could probably copy what they do in games like America's Army where your gun points down when you are up against the wall. adds a little realism too, I guess.
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-08-23, 5:32 PM #16
That wouldn't really be hard. Fire a projectile along the player's look vector, if it hits within say, 0.1 JKUs, point the gun downward or pull it backwards.
Bassoon, n. A brazen instrument into which a fool blows out his brains.

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