Re: How to make dark jedis work?


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Posted by CogKing on March 13, 1998 at 13:32:18:

In Reply to: How to make dark jedis work? posted by Elanthil on March 13, 1998 at 12:58:22:

> I added a modified jerec to my master.tpl
> He is set to use the kyle model, jerec puppet, a darth vader skin(this is why I had to switch to the kyle model) and jerec AI.
> I placed all the jerec cogs in my level, except for the jerec seek cog, since he seems to come after me anyway.
> He tries to come after me for a little bit, but never attacks.
> Furthermore, how the blazes do I get the twit to draw his saber?
> I know its a flag from JKFLAGS.
> Can I set that in the thing editor or should I build a startup cog for him as well?

This is done in darkjedi_jerc.cog and it has to be linked to your jerec thing !!!

> Also, and perhaps more importantly...
> I got hold of an AI called (if I remember right) strail.ai
> This AI was in the level warzone and apparently controls a female civilian who follows the player around.
> I have a chewbacca and a han solo version of civilians in my master.tpl
> They use their own 3do, their own mats, they use the strail.AI, they use the kyle size and movesize, etc.
> They look fine, they run away from you when you attack them, but in spite of the fact that I set them to use strail.ai, they refuse to follow the player.
> I went back and looked at the woman in warzone and saw she had thingflags, numframes, frame, frame set, so I set the two fudgies in my level up the same way, even copied the coords for the frames (they had no relation to where the woman was, so I figured they must be dummy coords for processing the AI).

Huh ? Frames are position when you want her to GO...

> They still dont work and neither does Jerec/vader.
> Guys, I really need your help on these.
> I need help on these before anything else Ive ever asked about.
> Im that desperate.
> We are going to use these in Episode 3 of Carida: Sword of Empire.
> Episode 3 takes place after Han and chewie escape the Maw cluster and are thrown into the mines on Kessel with Kyp Durron.
> Vodo Sisk Baas has an absolutely GORGEOUS level hes building to portray the mines on Kessel and we are working on a prototype for both the suncrusher and the energy spiders from Kessel (and I'll be working on a texture(s) to simulate veins of glitterstim in the rock faces), and Im going to make a diffused perspective version of the 'remote' (thing Skywalker practiced saber against in the movies) that glows to simulate the 'ghosts' that appear racing through the mine corridors. no..you wont be able to see the actual remote in the new 3do, it will be a ball with a faint shape in it that will morph through several 'recognizable' shapes (if all goes well).

> So you see..we desperately need your help at this point.
> The first level of the Kessel episode is about 70% finished construction wise and Vodo is nearly ready to do the initial texturing.

I'm sorry if this sounds rude, but I think you are trying to do too many things at
the same time. Have someone on your team learn cog and the templates first,
and have solid foundations and level design. Glitterstim textures and ghosts
3dos really can wait IMHO, and be done later in the project...
And try not to dabble in all areas at the same time, you are just wasting time.
Just my opinion... I totally wish you luck in the project tho !!!

-CogKing


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