hey!
 can you tell me how to insert vehicles saved in .glm file??
 i kno its possible...
 for example on map NABOO HILLS there is vehicle N1 saved in .glm file
 PLZ answer me
 
 
 THX
  
 
  
  
    Are you wanting it as a vehicle or a static model?
  
 
  
  
    In the entity window for the vehicle, isn't there a "file" key or equivalent? If so, try manually entering the glm file path and seeing if it works.
  
 
  
  
    Can you insert the model ok as a normal model? (misc_model)
 
 I know this isn't what you're looking for, but let's try this one step at a time.
  
 
  
  
    ok. e-mail me the GLM file to zandir[at]moxby.org.uk and I'll see if I can get it into a map *nods*
 
 If I can't then maybe there's something wrong with the actual GLM file.
 
 :)
 
 You really need to be able to convert it to MD3 though if possible... I think GMax does it with a plugin, but I can't really remember.
  
 
  
  
    I've received your e-mail. It is a Jedi Starfighter you're trying to get to work, yes?
  
 
  
  
    That's ok, I think I have to edit the vehicles.dat file to include it, but I'm not sure... as it's the JediStarFighter.veh which needs to function.
 
 If I get it working I'll e-mail you. :)
  
 
  
  
    maaaaaaaan really thx
 
 by the way
 i have prblems with plant models from nar_shadaa
 i put it on my map and when i lunch it i cant see leaves only some kind of oval thing
 sry im not good at english
 
 so anyone know what the problem??
  
 
  
  
    Many people have had the Nar Shadaa plant problem, but I don't even remember if there was a solution. I had to pick a different model last time I tried to use it.
  
 
  
  
    oh and prosze, give me a few days to sort this out. I'm ill and busy... not a good combination. I promise I'll get back to you :)
  
 
  
  
    For the plant, use a misc_model_static.
  
 
  
  
    by the way
 ive downloaded fountain .md3 model from 
www.map-center.com) and i dont know how to make water move :(
 do you know anything about that??
 PLZ 
 contact me on my MSN:
 [Redacted]@[Redacted].[Redacted]
  
 
  
  
    set NPC_type to vehicle name in vehicles.dat
 
 It's this that bugs me. It should be fairly simple if we can locate vehicles.dat, add the JediStarFighter entry and then simply set the NPC_type.
 
 But I can't find a vehicles.dat in the whole JA folder nor in the assets....
 
 Anyone else any ideas?
  
 
  
  
    I dont think there IS a vehicles.dat in JA. That is only for JK2. In JA all vehicles are done with .veh files and .npc files. And custom weapons are done with .vwp files I believe. You have to dit te .veh file to use your new model instead of the old one, there is a line in the file that says model "". You should also change the name, etc in the veh and npc file so that it is your custom vehicle instead of called what the old vehicle is. Also be sure to use the VH_FIGHTER as the vehicle type because it soundlike this is suposed to be a starfighter ship. IF you use something else it will work like a speeder, tauntaun, atst, etc. .NPC files are stored in the: ext_data/npc folder, and vehicles are stored in the ext_data/vehicles folder. Weapons for vehicles are stored in the ext_data/vehicles/weapons folder. JA can only have a certain number of custom vehicles before it stops working though so I would try not to use your custom vehicle if you can.
  
 
  
  
    This is the content of the JediStarFighter.veh
 
 water_starfighter
 {
 name water_starfighter
 type VH_FIGHTER
 numHands 2
 hideRider 1
 killRiderOnDeath 1
 lookYaw 45
 length 350
 width 200
 height 128
 g2radius 460
 centerOfGravity "0 0 0"
 speedMax 1800
 turboSpeed 1800
 turboDuration 2500
 turboRecharge 6000
 speedMin 0
 acceleration 20
 decelIdle 8
 accelIdle 10
 speedIdle 900
 //test: speed stays at whatever you last set it to...
 throttleSticks 1
 strafePerc 0.085
 bankingSpeed 0.8
 rollLimit 75
 pitchLimit 70
 braking 30
 mouseYaw 0.0022
 mousePitch 0.0022
 turningSpeed 6.2
 turnWhenStopped 1
 traction 10
 friction 0.3
 speedDependantTurning 1
 maxSlope 0.65
 mass 800
 //armor 900
 //malfunctionArmorLevel 555
 //health_front 200
 //health_back 250
 //health_right 300
 //health_left 300
 //shields 500
 armor 1000
 malfunctionArmorLevel 700
 //armor 2000
 //malfunctionArmorLevel 1000
 health_front 550
 health_back 550
 health_right 600
 health_left 600
 shields 650
 //ms per point of recharge
 shieldRechargeMS 1
 toughness 75.0
 model water_starfighter
 riderAnim BOTH_VS_IDLE
 droidNPC "water_r4"
 radarIcon "gfx/menus/radar/js"
 dmgIndicFrame "gfx/menus/radar/circle_base_frame_reb"
 dmgIndicShield "gfx/menus/radar/circle_base_shield"
 dmgIndicBackground "gfx/menus/radar/circle_base"
 icon_front "gfx/menus/radar/js_front"
 icon_back "gfx/menus/radar/js_back"
 icon_right "gfx/menus/radar/js_right"
 icon_left "gfx/menus/radar/js_left"
 crosshairShader "gfx/menus/radar/js_reticle"
 //shieldShader "gfx/misc/shields_green"
 shieldShader "gfx/misc/shields_blue"
 soundOn "sound/vehicles/x-wing/on.wav"
 soundLoop "sound/vehicles/x-wing/loop.wav"
 soundOff "sound/vehicles/x-wing/off.wav"
 soundFlyBy "sound/vehicles/x-wing/flyby.wav"
 soundFlyBy2 "sound/vehicles/x-wing/flyby2.wav"
 soundHyper "sound/vehicles/common/hyperstartreb.wav"
 soundTurbo "sound/vehicles/x-wing/xwingby.wav"
 exhaustFX "jsf/JSF_exhaust"
 turboFX "jsf/JSF_exhaust_turbo"
 impactFX "ships/scrape_sparks"
 explodeFX "ships/XW_explosion"
 //trailFX "ships/wingtrail"
 dmgFX "ships/heavydmg"
 injureFX "ships/lightdmg"
 noseFX "ships/XW_nose"
 lwingFX "ships/XW_lwing"
 rwingFX "ships/XW_rwing"
 flammable 1
 hoverHeight 90
 hoverStrength 20
 explosionRadius 400
 explosionDamage 1000
 
 landingHeight 300.0
 
 surfDestruction 1
 
 weap1 jsf_laser
 weap1Delay 150
 weap1Aim 1
 weap1AmmoMax 60
 weap1AmmoRechargeMS 500
 weap1Link 1
 
 weap2 concussion_missile
 weap2Delay 1000
 weap2Aim 1
 weap2AmmoMax 6
 weap2Link 1
 
 weapMuzzle1 jsf_laser
 weapMuzzle2 jsf_laser
 weapMuzzle3 jsf_laser
 weapMuzzle4 jsf_laser
 weapMuzzle5 concussion_missile
 weapMuzzle6 concussion_missile
 
 cameraOverride 1
 cameraRange 500
 cameraVertOffset 100
 cameraPitchOffset 0
 cameraFOV 100
 cameraAlpha 0
 }
 
 There is also a JediStarFigther.npc
 
 The question is, if we set NPC_type to JediStarFighter... is it supposed to work?
 
 Or should it be water_fighter?
 
 Does the fact that the filename doesn't match the definition make a difference? :confused:
  
 
  
  
    water_starfighter. 
 
 And filenames don't mean [wedge].
  
 
  
  
    so
 any ideas how to put it into map??
  
 
  
  
    put an NPC_Vehicle entity in and set the key "NPC_Type" to "water_starfighter"...