That exploit is *very* visible. If you run your server "properly"... they should be IP banned immediately.
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That exploit is *very* visible. If you run your server "properly"... they should be IP banned immediately.
http://img576.imageshack.us/img576/4...1320202111.jpg
http://img708.imageshack.us/img708/6...1320202117.jpg
http://img852.imageshack.us/img852/3...1320202125.jpg
:D i finally managed to work it out bobsobol..thanks bunches ^^ i finally used that wisdom that you hammered into my thick skull to it`s advantage...and erased the rankup headgear ^^
my darth revan head might need some fine tuning and texture upgrading,but i got it now thank you ^^
now im just waiting for someone to code the bugs out of sandurr`s smd to ase converter so i can edit the model files for the archon robe o.o
i have a question though..with the model files for the archon robe..would it be possible to make my own model in 3ds max,export it to .ase,and then rename the ase to the name of the smd model file(s) for the archon robe,like mfb_c11.ase i think....
aside from my cruddy english,straight to the point..will pt read .ase file replacements for armor/robe .smd files?or do i have to wait for the smd converter thing?
also another thing..is there a program out there that can read pk3 files and then convert them into something 3ds max 8 will import?cause i have an awesome darth revan model that would look so cool in pt..but i need to convert it cause its in pk3 format
This is the way we usually make custom items & Armour. Yes.
SMD / SMB are binary cache of an ASE file. PT asks a routine for an ASE file, and that routine then looks to see if there is already a binary cache SMD file for it, and if it was animated, there should be a link in it to an SMB. If that all checks out, it will use the SMD in preference to the ASE it was originally asked for.
But...
If there is no SMD then it will look for the ASE. It will read the ASE into memory in binary form, and dump that out as an SMD. (and, if it was animated, an SMB for the animation data)
It will not read the ASE if an SMD exists so you will have to delete, or rename the original SMD first.
ah good..well atleast that confirms that..now back yo building this lightsaber in 3ds (hell of a job,couldnt find any prebuilt models for free...but mine is coming along nicely,using multiple textures and on the blade part i made a special transparent texture)
now if i could get it to glow in pt that would be great..:P thats ok though..i suppose ill just flick on an enigma force for the glow XD
Surely one of the most readily available models on the internet after the teapot.
How about this one?
http://anyhub.net/file/2eo2-bluesaber.rar
NetImmense / GameBryo file (IDK why but it looks like the blade is 90 degrees off from the hilt to me)
Original author: AP
http://www.tesnexus.com/downloads/file.php?id=26200
:s 3ds max 8 doesnt have an import module for it
NIF File Format Library and Tools - Browse /OldFiles at SourceForge.net
Supports GMax, 3D Studio Max 4.2, 5 - 9 and 9 x64, possibly others.
There are also numerous other free converters to Lightwave Objects, DirectX Obj, Milkshape, Maya, and there is a regular Phython importer for Blender in with PyFFI.
welp...this will make completing my lightsaber alot easier ^^...im pretty sure i can rig transluscensy with the .tga texture...but getting it to look like it`s glowing is a whole nother story...maybe if i up the brightness or something but keep it at the same opacity?not sure if that would carry through though..im wanting a red lightsaber blade,but all the same needing to give it glow as well...any ideas how to acheive the glow in pt with the lightsaber blade?
also i dont really care much about animating the blade ignition..cause that would be way too much work for someone with a sarter skill set like mine,as you can atest to bob o.o i think it`s cooler anyways if the blade is always on,for me anyways
so ye..i basically just made a cylinder shape and twisted,rotated it around then stuck it in the middle of the saber handle...luckily i already have a weapon mod for pt that i can use as a perfect example for size (it was made by someone else)
now i just need to work out the glow[COLOR="Silver"]
wait wait,i fixed it,hold on
Off Topic:
Where is this server.exe (that u are using) from?
She isn't SheenBR. She is modding her char in ePT.
As far as I have tested, any modifications to character .smd files which have not been implemented into the server as well will result in either a disconnection or your body will be invisible.
I presume there is some sort of check sum done for ever smd file loaded in char folder. Why they did not extend this check to weapons or maps I will never know.
All I can think of for a semi glowing saber, is have a few poles, one inside of the other, each with a separate tga image with graduating different opacity. Much like a Matryoshka doll.
Inside are full visible, then slowly, layer by layer, it can become more opaque, simulating glow effect.
Also, could possible attach an animated image, im not sure how to do this, or if a weapon in PT would support this.
T______T i need help.this lightsaber thing i made in 3ds max looks awesome in 3ds max...but it falls apart ingame!turns invisible at certain angles! (thats and it doesnt display properly ingame at all)
i made exported it to 3ds and zipped it and the two textures i made for it into a zip file and then uploaded it to rapidshare...PLEASE SOMEONE FIX IT for me....i cant figure out what exactly i did wrong with it cause it looks beautifull in the 3ds thing...
http://rapidshare.com/files/453744183/help___.zip
also i badly need the tip of the blade turned into a half sphere (you know like lightsabers are spost to be),need it to be about the same size as that skull staff ya made me,maybe with the blade extending slightly out from there if possible (so that way if i feel like lightsaber,i get lightsaber,if i feel like skull staff,i get skull staff ^^)
havent figured out how to work the space warps on 3ds max yet X.X
btw id like the weapon to be held just below the final green color ring
mmm...btw sunnyz as maybe a sort of attempt to make up fer ya helping me...il lgive you mod i made that removes the donkey ear 6x rankup headgear for prs,you can look further back in this thread for screenshots of the removed headgear (dont worry it dont come with the darth revan head mod,just the rankup headgear removal
http://rapidshare.com/files/453745124/MfhC10c.zip
just unzip it into \char\tmabcd,overwrite everything it asks fer prompt to overwrite9i should also mention that bobsobol also desrves credit for this rankup gear removal mod as he showed me how to make it and was patient enough with me)
First off, I check out our model, gota say, awesome, the lighty kill people bit was a bit off at a wonky angle. But I made it straight.
http://img715.imageshack.us/img715/4161/saberz.jpg
However in game, its all retarded as you said XD
http://img10.imageshack.us/img10/7237/201132282726.jpg
http://img848.imageshack.us/img848/7...1132282737.jpg
Ill have a look at it and try get the proportions correct.
btw armortexture.tga is for the handle part not the blade XD thats a tip id need to be given
Do you have the original file for the light sabre? The one you've provided have some seriously messed up hierarchy settings...
When you drop the item, it looks normal (like it would in 3ds max), once its equipped it has some crazy ass stuff going on...
Equipped:
http://img156.imageshack.us/img156/1057/2011322961.jpg
Dropped:
http://img199.imageshack.us/img199/159/20113229558.jpg
I am concerned about that also Sheen. This entire site is dedicated to server development. Not client moding / hacking etc... and such discussions are usually prohibited by the site owner.
However, if friskys is willing to share the models when they are complete, they can be used as custom items in our servers. So... it's very much a grey area.
The Alpha layer blend is specifically designed to achieve "glow" or "blur" effects. (and avoid "aliasing") The question is whether you are applying overlay, or additive alpha blend. (GDIPlus also requires pre-multiplied RGBA DIBs, but that's beside the point as we are using DirectX, and NIFs and ASE are both designed for DirectX or OpenGL, not GDIPlus)
TGA is exactly equivalent to the DDS textures in the sabre I provided, but PT it's self doesn't support Normal maps, Specular Maps or Emissive Maps which TES IV and GameBryo in general does. Fortunately (and I checked this before passing it on) only Normal mapping is used, and then only on the hilt. (Normal maps are like bump maps, and can make simple shapes look much more complex)
Anyhoo. There is no Emmissive texture to the blade, so how it looks as a TGA in PT should be the same as it looks in TES 4. The original comes in Red, Green, Blue and Purple blades. But I checked them out and each are identical with a hue rotation to the blade texture. You are only looking for a template, and Blue is the first in the alphabetic list.
I would expect a Lightsaber to be a Knight / Pike weapon TBH, but it doesn't really matter. Xtreme PT had a Glock for Atalantas' which was pretty cool. :lol:
I suspect NetImmense/GameBryo NIF files support Voxel textures (which always face the camera) since, when animated the texture always seems to be at the same angle. (especially when you are close enough to see the DCT chroma compression of the DDS file)
PT only supports that with ground drops... not held weapons. The usual way PT "fakes" this effect (for example, the 2D bonfires and torches) is to place the same texture on an extruded X. (2 90 degree flat planes) this looks reasonably good from any angle.
You saber is never going to look like "Force Unleashed", but should come close to a "Knights of the Old Republic" blade. :wink:Spoiler: