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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Need help badly
Need help badly
2001-02-08, 10:47 PM #1
Hey. I asked this before, but it got scrolled off while the site was down. Does anybody out there know how to get gas explosions to work in Jedi Knight? I've tried opening level 9 and copying everything exactly the way the programmers made it, but it still won't work. I keep shooting right through the water surface. Any help would be appreciated. Thanks.
2001-02-09, 5:35 AM #2
You need to use the cog. I forget the name, but it's relatively simple to use.
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2001-02-09, 6:56 AM #3
The cog is called 09_fuelexplode.cog. You need to extract it with ConMan and put it into your project directory to use it.
2001-02-09, 9:14 AM #4
I already had the 09fuelexposion cog inserted and everything looked kosher. It's in JK so the cog is already there for me to use. I'm still only shooting the water. What exactly does ConMan do, and how do I use it?
2001-02-09, 10:10 AM #5
You can get ConMan from http://www.code-alliance.com . It's basically an extractor for JK which will extract all of the files LEC used to make their levels from the .gob files.

The reason the cog doesn't work even though it's inserted is because it isn't in the master resource .gob for JK. You need to extract the cog with ConMan and put it in your project directory.
2001-02-09, 12:20 PM #6
JK only looks in 2 places for cogs, mats and other files - the level gob (for the level being played) and the resource gob. If I'm not mistaken that cog is in the level gob for the originla game. You will have to extract it with conman and put it in your projct directory for it to work.

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2001-02-09, 7:20 PM #7
Cool. That worked. Thanks guys. Are there any other cogs like that which are most likely to pop up?
2001-02-09, 9:14 PM #8
Generally, cogs with an 00_ prefix (e.g. 00_breakingglass.cog) will work fine when you just add them to your level, but if they have a different prefix (e.g. 09_ as in 09_fuelexplode.cog) you'll need to extract them.
2001-02-09, 11:46 PM #9
Got it. Good to know these things. Although I have run into an interesting wrinkle here. It seems that every time I make some more changes to the level in Jed, the 09explod cog disappears. Is that normal? Because right now it looks like I have to keep a log of all abnormal cogs to place in after I have finished everything. Seems strange to me.
2001-02-10, 3:26 AM #10
I've never run into that before.

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"Sometimes nothing can be a real cool hand."
Have Lightsaber Will Travel
Have Lightsaber Will Travel JK Editing tips, troubleshooting information, resources and more.
www.swgalaxies.net For all your Star Wars Galaxies needs
The Massassi A SW Galaxies Player Association
2001-02-10, 4:31 AM #11
[http://forums.massassi.net/html/confused.gif] Suffice it to say, that's not supposed to be happening. Most likely, it's a human error issue. Did you put the cog in the 'cog' folder of your project directory?

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2001-02-10, 11:13 AM #12
Yeah. This is really weird. When I use conman to put the cog in place the level works fine. But when I open the level in Jed and add on to it, it changes the 09explod cog to 09gasdamage even though I'm not doing anything to the cogs at all. I guess it's just some really obscure bug I've come across then.

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