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SW:JK3 Modding, Mapping and Editing
Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

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Old July 30th, 2009   #11
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Default Re: ArbModding - Multiplayer team-based modification [WIP]

Quote:
Originally Posted by AshuraDX View Post
I could help out with weapon models
=D!

Make an application. Once(/if) you're accepted you won't be starting work straight away as we still have to decide on certain things. =]
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Old July 30th, 2009   #12
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Default Re: ArbModding - Multiplayer team-based modification [WIP]

i want this when it comes out because i like battlefront 2 and jka
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Old July 31st, 2009   #13
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Default Re: ArbModding - Multiplayer team-based modification [WIP]

Not another 'but that game exists already' argument. IF someone wants to make a similar game as a mod in jka, then all power to them. If you don't want it, don't download it. :s The gameplay will NEVER be exactly the same so its like an entirely different game.



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Old July 31st, 2009   #14
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Default Re: ArbModding - Multiplayer team-based modification [WIP]

Pande! ;D

Also, anybody's free to join our IRC channel. The instructions can be found here.
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Old August 10th, 2009   #15
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Default Re: ArbModding - Multiplayer team-based modification [WIP]

So uh, I'm working on a new website, and we may get a new domain.
We're also about to hit a milestone, so we'll be ready to start doing video previews and showing more content.

We need all the help we can get! Mappers, modelers, coders, etc...Join us =D

86 days until the first public beta is planned to be released.
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Old August 20th, 2009   #16
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Cool Re: ArbModding - Multiplayer team-based modification [WIP]

Just a little dev report here. The site will be down until a little forum bug regarding huge font sizes is fixed.

Some confirmed features in the mod that might interest some Lugormod or Makermod players, admins, builders and hosts are:
  • RGB Sabers - Yeah that's nothing to do with Lugormod or Makermod but it fits the alternative category. And just on a side note, saber glow has been improved a lot and it pulses more like the "real" ones seen in the films.
  • Admin System - There's only one level of admin at the moment and you can use the /login command to gain authority to use admin commands. We haven't made player "taming" commands such as slap, slay, etc. yet because it's of low priority compared to other stuff on our todo list. Logging in to admin will allow you to make use of the features below though.
  • Entity Spawning - Similar to Lugormod, you can spawn entities via .epf (Entity Position File) files at the moment and as an extra for game/mission scenarios you use /spawn <scenario> to spawn a particular group of entities. Basically you can have a scenario for a snowy map theme or a lava map theme and load them instantly via /spawn snowy or /spawn firefury etc.
  • Shader Remapping - Again known to most Lugormodders. You can make use of this via the /remap command or in .rmp scripts which again like the entity spawning files can be made scenarios for specifically themed maps and put into effect with the same /spawn <scenario> command as the entities.
Note: The actual command names might be renamed to have an /am or /arb prefix.

And when the mod gets its beta release and you find the remap system is totally bugged, you can blame me because that's all my code. (It's actually less buggy than Lugormod, I'm kinda proud but guilty to admit that) Robo is a far better coder than me though

If you want news, info and updates I recommend you join the #ArbModding channel on ArloriaNET (irc.arloria.net). If there's no one on there complain on our foru--- oh nevermind we don't have a website

Remember we're still looking for contributors mostly in the area of modelling, skinning and animating.
If you do a good job you can have a
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Old August 21st, 2009   #17
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Default

Indeed these features are included, but it's likely that I will implement an ingame level editor system to make use of these.
That way, mappers (or editors) can design and preview levels as they wish, and save their changes.

The entity system (as noted by Didz) works with 'Scenarios', so you can have many entirely different sets of entities/shader remaps/etc per level.
The way that works is, it will load a file from the server (EG: maps/mp/ffa5.epf) into a table, you can edit all the information (including copy/move into another scenario), and save your changes.

Example of a .epf file (Also showing the extent of customisation for some entities)
Spoiler:
Code:
entity
{
	scenario global
	type "misc_model_ammo_power_converter"
	origin -1515 382 -64
	angles 0.0 0.0 0.0
	count 1000
}
entity
{
	scenario global
	type "misc_model_shield_power_converter"
	origin -1584 382 -64
	angles 0.0 0.0 0.0
	count 1000
}

entity
{
	scenario global
	type "misc_am_custom_ent"
	origin -1291 -239 0
	angles 90.0 0.0 0.0
	maxs 16 40 40
	mins -16 -40 0
	flags 0
	model "models/map_objects/nar_shaddar/reelosdesk.md3"
	model2 ""
	clipmask 4097
	genericValue1 0
	genericValue2 0
	genericValue3 0
	genericValue4 0
	genericValue5 0
	genericValue6 0
	genericValue7 0
	genericValue8 0
	genericValue9 0
	genericValue10 0
	genericValue11 0
	genericValue12 0
	genericValue13 0
	genericValue14 0
	genericValue15 0
	shouldTarget 0
	count 0
}


There will also be other customisations map makers and server owners will be able to make.
There is the .epf system above, also a .csf file (Class Specifics) and .wof (Weapon Overrides)

The 'Class Specific File' will contain all of the information for each class per team
Each map will have its own .csf file.
The .csf file will contain things like models, skin, health, armor, stamina, force, force powers, class flags, etc.

Example of a .csf file (Being worked on, some things will be added/removed
Spoiler:
Code:
jedi_red
{
	model		"reborn"
	skin		"red"
	health		80
	armor		0
	stamina		100
	force		100
	classflags	35
	weapons		4
	primaryWeap	2
	ammo
	{
		AMMO_PISTOL		0
		AMMO_BLASTER	0
		AMMO_SNIPER		0
		AMMO_SHOTGUN	0
		AMMO_ROCKETS	0
		AMMO_THERMAL	0
		AMMO_SMOKE		0
	}
}
soldier_red
{
	model		"stormtrooper"
	skin		""
	health		100
	armor		100
	stamina		80
	force		0
	classflags	40
	weapons		282
	primaryWeap	4
	ammo
	{
		AMMO_PISTOL		48
		AMMO_BLASTER	180
		AMMO_SNIPER		0
		AMMO_SHOTGUN	0
		AMMO_ROCKETS	2
		AMMO_THERMAL	0
		AMMO_SMOKE		0
	}
}
heavyweaps_red
{
	model		"stormtrooper"
	skin		"stofficer"
	health		200
	armor		200
	stamina		60
	force		0
	classflags	36
	weapons		202
	primaryWeap	6
	ammo
	{
		AMMO_PISTOL		48
		AMMO_BLASTER	0
		AMMO_SNIPER		0
		AMMO_SHOTGUN	36
		AMMO_ROCKETS	5
		AMMO_THERMAL	0
		AMMO_SMOKE		0
	}
}
sniper_red
{
	model		"weequay"
	skin		""
	health		100
	armor		0
	stamina		150
	force		0
	classflags	32
	weapons		554
	primaryWeap	5
	ammo
	{
		AMMO_PISTOL		48
		AMMO_BLASTER	0
		AMMO_SNIPER		20
		AMMO_SHOTGUN	0
		AMMO_ROCKETS	0
		AMMO_THERMAL	0
		AMMO_SMOKE		2
	}
}
medic_red
{
	model		"cultist"
	skin		"red"
	health		80
	armor		0
	stamina		100
	force		0
	classflags	0
	weapons		578
	primaryWeap	6
	ammo
	{
		AMMO_PISTOL		0
		AMMO_BLASTER	0
		AMMO_SNIPER		0
		AMMO_SHOTGUN	36
		AMMO_ROCKETS	0
		AMMO_THERMAL	0
		AMMO_SMOKE		2
	}
}



The .wof file (Weapon Overrides) is a hacky little thing that will pretend one weapon is another weapon.
That way, you can give a Clone Trooper and a Super Battle Droid the weapon 'WP_BLASTER', but the Clone will look like it's using a DC-15a Blaster Rifle, and the SBD will look like it's using its wrist-blaster - even though both weapons function pretty much the same.
Neat, huh? =]


I promise I'll get the site working soon...Unless people who use FireFox wish to suffer with massive font sizes >_>...

EDIT: The site is fixed! ...almost perfect

In-case some of you missed the news post on JK3files, we showed some WIP screens of the upcoming weapons.

Spoiler:







I'm currently implementing the experience points/skill bonuses system, then I'll be putting in command posts!
Maybe we'll have something worth playing by November o_o'


Please, any modelers and mappers that can help us out, apply!

Also, everyone is welcome on our IRC Channel

Last edited by Raz0r; November 19th, 2009 at 07:46 PM. Reason: Fiddle dee doo...
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Old November 23rd, 2009   #18
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Default Re: ArbModding - Multiplayer team-based modification [WIP]

ka-BUMP!

Well, we're moving on to a 'Developer Diary' approach of giving updates etc, so for the first one, we're going to cover a bit of what we've released already alongside some fresh new content.
Oh, also, we had to scrap the November 5th release because nobody is helping out =\


Written by Tx606

Well, yay for being the first one to do an official "diary". Since I honestly don't know what's public and what's not anymore, I'll just give you guys an update of what we're working on and what's done already.

Beware - I'll also show you some older work, because I'm quite sure not much people saw it. Most of the things are probably unfinished, but you'll get an idea of what the people worked on here.

Coding
Obviously - I can't really show you code here. Three reasons: 1. I'm not allowed to leak, 2. I'm not allowed to show, and 3. I don't even know how to access the code :lol: But don't worry, I'll tell you what I know!

Our coders Didz and Raz0r have been working hard to get ArbModding working better and better. Several bugs have been fixed, and things are going better.
I know that they have been working on both command posts and interaction like reloading.

Didz has also worked on an ArbModding launcher. This is a rather useful tool which will allow you to update, launch ArbModding, install ArbModding, access the readme, and of course go to our site - with one simple click.
A preview of how the launcher looks right now. (It's still W.I.P. and the layout will probably be changed, but it gives you an idea).

Image (URL)

Some other things, such as the .csf (Class Specifics File) were created too. We can use the .csf to define classes with health, armor, ammo, and several other things with it.
Quote:
Originally Posted by Raz0r
CSF files will load health/armor/weapons/model/skin/etc per class per team.
Here's an example of how the file looks:
Spoiler:
Code:
settings
{
   classone_maxUnits      16
   classtwo_maxUnits      16
   classthree_maxUnits      16
   classfour_maxUnits      16
   classfive_maxUnits      16
   
   classone_expNeeded      3
   classtwo_expNeeded      0
   classthree_expNeeded   0
   classfour_expNeeded      0
   classfive_expNeeded      0
   
   red_default            two //soldier
   blue_default         one //jedi
}
red_one
{
   name      "Jedi"
   model      "reborn"
   skin      "red"
   health      80
   armor      0
   stamina      100
   force      100
   classflags   35
   weapons      4
   primaryWeap   2
   ammo
   {
      AMMO_PISTOL      0
      AMMO_BLASTER   0
      AMMO_SNIPER      0
      AMMO_SHOTGUN   0
      AMMO_ROCKETS   0
      AMMO_THERMAL   0
      AMMO_SMOKE      0
   }
}
red_two
{
   name      "Soldier"
   model      "stormtrooper"
   skin      ""
   health      100
   armor      100
   stamina      80
   force      0
   classflags   40
   weapons      282
   primaryWeap   4
   ammo
   {
      AMMO_PISTOL      48
      AMMO_BLASTER   180
      AMMO_SNIPER      0
      AMMO_SHOTGUN   0
      AMMO_ROCKETS   2
      AMMO_THERMAL   0
      AMMO_SMOKE      0
   }
}
red_three
{
   name      "Heavy Weapons"
   model      "stormtrooper"
   skin      "officer"
   health      200
   armor      200
   stamina      60
   force      0
   classflags   36
   weapons      202
   primaryWeap   6
   ammo
   {
      AMMO_PISTOL      48
      AMMO_BLASTER   0
      AMMO_SNIPER      0
      AMMO_SHOTGUN   36
      AMMO_ROCKETS   5
      AMMO_THERMAL   0
      AMMO_SMOKE      0
   }
}
red_four
{
   name      "Sniper"
   model      "weequay"
   skin      ""
   health      100
   armor      0
   stamina      150
   force      0
   classflags   32
   weapons      554
   primaryWeap   5
   ammo
   {
      AMMO_PISTOL      48
      AMMO_BLASTER   0
      AMMO_SNIPER      20
      AMMO_SHOTGUN   0
      AMMO_ROCKETS   0
      AMMO_THERMAL   0
      AMMO_SMOKE      2
   }
}
red_five
{
   name      "Medic"
   model      "cultist"
   skin      "red"
   health      80
   armor      0
   stamina      100
   force      0
   classflags   0
   weapons      578
   primaryWeap   6
   ammo
   {
      AMMO_PISTOL      0
      AMMO_BLASTER   0
      AMMO_SNIPER      0
      AMMO_SHOTGUN   36
      AMMO_ROCKETS   0
      AMMO_THERMAL   0
      AMMO_SMOKE      2
   }
}
blue_one
{
   name      "Jedi"
   model      "prisoner"
   skin      "merchant"
   health      80
   armor      0
   stamina      100
   force      100
   classflags   35
   weapons      4
   primaryWeap   2
   ammo
   {
      AMMO_PISTOL      0
      AMMO_BLASTER   0
      AMMO_SNIPER      0
      AMMO_SHOTGUN   0
      AMMO_ROCKETS   0
      AMMO_THERMAL   0
      AMMO_SMOKE      0
   }
}
blue_two
{
   name      "Soldier"
   model      "rebel"
   skin      ""
   health      100
   armor      100
   stamina      80
   force      0
   classflags   40
   weapons      282
   primaryWeap   4
   ammo
   {
      AMMO_PISTOL      48
      AMMO_BLASTER   180
      AMMO_SNIPER      0
      AMMO_SHOTGUN   0
      AMMO_ROCKETS   2
      AMMO_THERMAL   0
      AMMO_SMOKE      0
   }
}
blue_three
{
   name      "Heavy Weapons"
   model      "lando"
   skin      ""
   health      200
   armor      200
   stamina      60
   force      0
   classflags   36
   weapons      202
   primaryWeap   6
   ammo
   {
      AMMO_PISTOL      48
      AMMO_BLASTER   0
      AMMO_SNIPER      0
      AMMO_SHOTGUN   36
      AMMO_ROCKETS   5
      AMMO_THERMAL   0
      AMMO_SMOKE      0
   }
}
blue_four
{
   name      "Sniper"
   model      "rosh_penin"
   skin      "blue"
   health      100
   armor      0
   stamina      150
   force      0
   classflags   32
   weapons      554
   primaryWeap   5
   ammo
   {
      AMMO_PISTOL      48
      AMMO_BLASTER   0
      AMMO_SNIPER      20
      AMMO_SHOTGUN   0
      AMMO_ROCKETS   0
      AMMO_THERMAL   0
      AMMO_SMOKE      2
   }
}
blue_five
{
   name      "Medic"
   model      "jan"
   skin      ""
   health      80
   armor      0
   stamina      100
   force      0
   classflags   0
   weapons      578
   primaryWeap   6
   ammo
   {
      AMMO_PISTOL      0
      AMMO_BLASTER   0
      AMMO_SNIPER      0
      AMMO_SHOTGUN   36
      AMMO_ROCKETS   0
      AMMO_THERMAL   0
      AMMO_SMOKE      2
   }
}


Like I said - can't really tell you much about this part of the team, for me it's all magic and secrets anyway.

Graphics
Our graphics designer TheLOLipop has been practicing on creating and editing effects for some time now. Although most of the work is still unfinished, I still decided to show you a thing or two.
Anyway, here are some images you can preview of some effects:

Note: images taken in basejka
Explosion:
Image #1 (URL)
Image #2 (URL)

Fire Effect:
Image #1 (URL)
Image #2 (URL)

Wallimpact Effect:
Image #1 (URL)
Image #2 (URL)

Some Splash images made by Runner:
Image #1 (URL)
Image #2 (URL)
Image #3 (URL)
Image #4 (URL)
Image #5 (URL)
Image #6 (URL)

Some older images (scopes) by TheLOLipop:
Image #1 (URL)
Image #2 (URL)

Models
Senbou is working on a republic gunship map object. I can show you the latest screenshot he posted on the internal forums. Keep in mind, it's far from finished!
Image (URL)

Senbou is also working on a command post model. Warning: W.I.P. material here:
Image (URL)
2 BaseJKA images to preview it ingame (different versions/sizes)
Image #1 (URL)
Image #2 (URL)

More work of Senbou! This time, a DC-17m rifle.
Image #1 (URL)
Image #2 (URL)
Image #3 (URL)

Here are some older models which were shown to the public a month or two ago already (decided to show anyway).

Silverfang's D-15S Blaster Rifle:
Image (URL)

TD, Tusken Rifle and a smoke grenade by Killop5:
Thermal Detonator:
Image (URL)

Tusken Rifle:
Image (URL)

Smoke Grenade:
Image (URL)

So... that's it for now! In the next diary, we will most likely show you some screenshots of a map that our mappers (Alpha, Nab622 and Silverfang) have been working on!

End diary.



For those wondering, the serverside binaries will be for Windows and Linux, but currently the clientside binaries will only work on Windows (Though it will probably work through WINE for those poor Linux souls)

I'll have to update the original post here to reflect what this mod is really about - we've changed a few specifics like time-line etc.

Link to the website is in my signature.

Any questions <_>?!

Last edited by Raz0r; November 24th, 2009 at 12:57 AM.
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