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Showing status updates, articles, tutorials in Coding, Console Commands & Cvars, Errors & Problems, Gameplay and General Modding, topics and files posted in for the last 364 days.

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  1. Today
  2. Still i think you may need to phong shade your hallways to clean out the rough edges, make them a bit more smooth (shade angle 60 or maybe 75 or so). The models look awesome, good work!
  3. Yesterday
  4. So far this character is one of a few things I enjoyed in the new Book of Boba Fett series. Nice job of making him available in JA!
  5. My first game was Snake. Now I can make sites like this Extra Chilli https://www.slotozilla.com/free-slots/extra-chilli, but I'll never forget how hard it was to make my first one. But the experience was very rewarding.
  6. Hey dude, i wanna thank you for this tutorial however, is it okay if you refreshed your images, they seem to be deleted. I really would like to see how you go on about the glow and images to have a better understanding if you dont mind. Thank you.
  7. Last week
  8. 26 downloads

    I co-worked on this kitbash with Mat Gaunt/Mandalorian who is responsible for the amazing head mesh. Swegmaster also contributed some feedback and ideas to make The Wise real. I ripped the voicelines from the audibook so I'm sure many of you would love this one. Enjoy! Team Skins: No Shaders: Yes Sounds: Yes Bot Support: No NPC Support: Yes
  9. Version 1.01

    22 downloads

    One ofthe first kitbashes I did and included in Movie Battles II. Now I thought it is time to share it with a wider audience. Enjoy! Team Skins: No Shaders: Yes Sounds: Yes Bot Support: No NPC Support: Yes Please, make sure you credit the aforementioned authors before sharing this .pk3 file based on your preference. Asking for permission is encouraged but not necessary for a simple upload unless you are about to use this model in another project/mod of Jedi Academy you distribute and work on.
  10. I think there are two possibilities for this occurence, late as I'm responding to the topic. 1. I believe lighting on doors is done when they're in their closed position, but lighting against all surrounding brushes is done as if the door is not there. It's likely a similar issue to how func_plats are lit at their extended point instead of the starting point. 2. Depending on how the doorway is constructed, the surface of the brushes could be taking extra light because there's no break in the brush. If you make the doorway around the door its own set of brushes and then further split them right where the door is, you might get better lighting behavior. Without a screenshot of the affected area, it's tough to tell. But IDTech3 doesn't exactly do dynamic lighting like UE4, so.
  11. The full 4K version has released: And a behind the scenes video: Now perhaps the character can be re-created.
  12. I'm getting a 404 Error when I try to download
  13. I'm on it, Gold Leader!
  14. This is a very interesting discussion. Compiling a map for JA is perhaps the least favourite things... (I'm not alone here). There are different things, which affect the compile time, indeed. Textures that emit light also seem to cause trouble in this regard, but too many models, shaders and other things too. Too bad JA is a game from the old times, when you couldn't create a new map in real-time, seeing everything right away.
  15. My first two paragraphs would still apply to those. I personally think they'd need more than just one flagship to have any chance though. I think 3 would be the minimum for a non-resistive Earth-sized planet with a super low and sparse population.
    Great construction and pretty solid optimization on these. A couple of remaining faces to be caulked, but the default behavior makes this ship snap right into any map pretty easily.
    Had the pleasure of being given a tour by the man Mooku himself! This map is awesome. I love elements to begin with so this was hitting home with me. Does a great job of having each section feel very organic and natural in its own way. Each room has some really cool features and effects that tie into its theme. The different sizes, elevations, shapes, and details all bring it together really nice. I think my favorite things were either the water area where you can go through the water and fountains, or the crashed tie fighters in the lava.
  16. Tompa9

    Bultar Swan

    @TheWhitePhoenix@the_ravenSix years and it is finally fixed!
  17. If you enable "runonactivator" on the target_scriptrunner that the info_player_start targets, you don't need the "affect" in your script. But yeah, like MagSul said (and like I did in my initial reply), the noweapon flag suffices.
  18. Earlier
  19. I love it when stuff works as intended! 😃
    https://www.youtube.com/watch?v=ttv_gXntNkQ

     

  20. The next contest is upon us in this wretched hive of scum and villainy. If you are new around here, basically we sometimes host modding contests for Jedi Outcast and Academy centered around a specific theme; sometimes a holiday, event, or genre. The ultimate goal of this is to encourage creativity and art in the modding community in a fun way. The ultimate reward is simply more content for everyone to enjoy, but the winner(s) also get a special badge on their profile showing their win. You can see past contests here. This contest is all about the Star Wars underworld: crime syndicates, gangs, assassins, bounty hunters, scum, villainy, etc. Imagine walking into the Mos Eisley cantina, or landing on Nar Shadaa, or sneaking about the undercity of Coruscant. What would you see, or would you even live to tell about it? Remember, content has to be for Jedi Outcast or Jedi Academy and must be a mod of some kind: map, model, skin, etc. Rules: All submissions must be related the theme stated above. Star Wars Canon or Legends/EU is acceptable. You can only enter your own creations. You may team up with another modder. Rewards will be given to all parties. Any external content you did not make must be explicitly referenced in the description and readme file. You may enter more than one file. You may enter files that were created previous to this contest, as long as they were created within the last 12 months. Any content is welcome, including skins, models, maps, weapons, menu mods, etc. Files can be for Jedi Academy and/or Jedi Outcast. We will assume files are for JKA unless specified otherwise. If a large number of mods are submitted, more than one winner may be chosen. The deadline for submitting content is April 8, 2022, after which a poll will be opened. The poll will be closed by the morning of April 15, 2022. How do I submit my mod? Our goal is to make it as simple as possible for everyone involved. The way you submit your file for this contest is to upload them as normal files in our file section, but using the category called Contest Entries. Click the button below, and submit your mod as you normally would. The category should be set to Contest Entries already. If you don't enter it there, your file won't be entered until you do. If you realize that you didn't do that, PM a staff member and we can change it for you. Good hunting out there! Submit to Underworld Mod Contest
  21. Well I've made progress with the jaconfig, but my character is having the texture error, it can't seem to find the character's skin but if it does get its model, I'll leave my jaconfig text snippet here: seta g_char_model "kyle" seta g_char_skin_head "model_default" seta g_char_skin_torso "model_default" seta g_char_skin_legs "model_default"
    I remember helping Wyrst with this map ages ago. The architecture is really fitting for the setting, though the lighting could have definitely done with a much better hand than mine. Optimization was also a bit of an issue, but the map itself lent to some solid RP experiences and my community has been clamoring for this for a while.
  22. It's so strange because not only do I distinctly remember it, I remember the color that the levelshot was for the more recent of the two versions. The current levelshot has a blue hue, and the newer levelshot had a red hue. I know I'm not crazy but there is zero trace of a single file out there so maybe I AM crazy.
  23. I strongly suspect you can check force power levels in a script, much like you can set them via script.
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