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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
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  3. Wow... are these for the DF2 mod? They look amazing!
  4. Experimenting with NPCs in the maps, I always felt it's too bad, that once the enemies spot you, they would most likely keep you as the main enemy even if provoked by other NPCs. I would definitely prefer the enemies to run and explore the area more often, and not just via scripts or additional commands. When the enemies spot you, 99% they won't stop looking for you. Too bad, it would be nice to trick them like escaping and hiding in a shadow place – like in Deux Ex of 2000. In fact NPCs in JA won't see you if it's too dark unless you use your weapons. It also seems unfair, that whenever we pull away their weapons, stormtroopers would never try to attack us again unless they find a blaster somewhere. Using fists here is a reasonable option, it seems, like it was done in MOTS. on the other hand, who would try such attacks against a guy with a Lightsaber?
  5. I must say, that after seeing Mandalorian, I didn't hope to see anything really good (as I dislike Mandalorian). The Book of Boba Fett didn't deliver anything either, while Kenobi held me by the screen for a number of reasons. Yet it also had a few doubtful things, which I don't like at all. So I read a bit about Andor, whether it would follow the path of its predecessors and I must say – I'm glad it's nothing like what we've seen before. I watched 5 episodes, which I could rate in different way. Yet for now I would say that Andor is probably the best we get since the end of The Clone Wars Season 6. What I like here: So far we get 5 episodes, quite different in pace. Overall the show is enjoyable at least for me:
  6. I like the spooky ghost. They are my friend.

  7. Last week
  8. It's time! 🎃👻

     

  9. I know, I know. It's a little late. But I think everyone can agree that this is a fun holiday to celebrate, we get really creative submissions, and everyone that would normally participate is probably already working on something with or without the contest, so let's do this. Halloween contests are all about making spooky mods for Jedi Outcast or Jedi Academy. Think about monsters, goblins, & ghouls. Vampires, zombies, & ghosts. Having a Star Wars twist is always a bonus, in my opinion. You can make maps, playermodels, skins, cosmetic mods, etc. If it goes in a PK3, it's fair game. Rules: All submissions must be Halloween-themed (so scary, spooky, frightening, etc. ) You can only enter your own creations. You may enter more than one file. Already existing files cannot be submitted. The goal is to encourage new creations! Any mod content is welcome, including skins, models, maps, weapons, menu mods, etc. Just make sure it abides by the rules. Files can be for Jedi Academy and/or Jedi Outcast. We will assume files are for JKA unless specified otherwise. The deadline for submitting content is October 27, 2022, after which a poll will be opened. The poll will be closed by the morning of October 31, 2022. Need inspiration? You can view the previous Halloween contests we've held at the links below. Lots of cool stuff in each of them! All are listed on the Contests page. 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 luck and happy sp00ky season! Submit to Halloween Contest '22 View full article
  10. I know, I know. It's a little late. But I think everyone can agree that this is a fun holiday to celebrate, we get really creative submissions, and everyone that would normally participate is probably already working on something with or without the contest, so let's do this. Halloween contests are all about making spooky mods for Jedi Outcast or Jedi Academy. Think about monsters, goblins, & ghouls. Vampires, zombies, & ghosts. Having a Star Wars twist is always a bonus, in my opinion. You can make maps, playermodels, skins, cosmetic mods, etc. If it goes in a PK3, it's fair game. Rules: All submissions must be Halloween-themed (so scary, spooky, frightening, etc. ) You can only enter your own creations. You may enter more than one file. Already existing files cannot be submitted. The goal is to encourage new creations! Any mod content is welcome, including skins, models, maps, weapons, menu mods, etc. Just make sure it abides by the rules. Files can be for Jedi Academy and/or Jedi Outcast. We will assume files are for JKA unless specified otherwise. The deadline for submitting content is October 27, 2022, after which a poll will be opened. The poll will be closed by the morning of October 31, 2022. Need inspiration? You can view the previous Halloween contests we've held at the links below. Lots of cool stuff in each of them! All are listed on the Contests page. 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 luck and happy sp00ky season! Submit to Halloween Contest '22
  11. I see why you chose the winners. Well done guys. Still was fun to give it a shot.
  12. you should search the cvar "cg_crosshairForceHint" into the code and go undo with reverse engeneering for see the chunks of code involved on it. use "go to definition" and "find all references" of visual studio for find all code places when the cvar is called and configurated. i not know where is called the shader used for forceusable objects when you pass the crosshair on them, but crosshairs colors i guess should be into cg_draw.cpp or cg_player.cpp or some place like that. sure they are set into the cgame folder.
  13. https://mega.nz/file/yYdQQBDD#ZoJK9bzJ9JK5aS1Waml5SB5RK8PHeo5A7-uaa9yM-fY I know this has been requested before, so I thought I would make it happen
  14. An interesting month, to say the least. FATHER VS. SON REMAKE This month at last saw to the beginning of production for the long-awaited Father vs. Son remake. So far, progress has been relatively smooth, with a number of improvements made to allow for a much more authentic experience. With the help of our mapper Lwkill, sound editor Commander Langz, and of course the Movie Battles II team, we have successfully begun the process of remaking the mission with a much higher standard of quality never before seen in any of our other missions. For starters, thanks to the Movie Battles II team, we have been able to remake the mission on their map depicting the Emperor's Throne Room from Return of the Jedi. We are very grateful that they are allowing us to use their map for this mission and we cannot thank them enough. Furthermore, our sound editor Commander LangZ has taken the time to use a 3rd party site to remove all background audio from the audio clips. This practice will be used in future missions (and re-iterating our previous ones) to get as clear a sound as possible without needing to rely on film rips with (possibly) overlapping music tracks or more in the background. Another user has already provided us with the audio used in all of our current missions, and we will be applying them soon. You can view our first set of changes here: https://www.youtube.com/watch?v=H-wOk09T_-c&ab_channel=StarWars:GalacticLegacy Overall progress has reached the walkway cutscene (where Vader throws his lightsaber), and we suspect the rest of the mission shouldn't take too long to complete. FATHER VS. SON EXTENDED ENDINGS Introduced with Duel of the Fates back in our initial release in December 2020, we do have extended endings planned for all possible endings for Father vs. Son. However, this has forced us to make an important decision. The original mission featured 7 possible endings, with 2 possible for Luke, 2 for Vader, and 3 for Palpatine. However, after much time contemplating, in order to reach the best quality we can, the number of possible endings will be reduced to 4 from the original 7, with an official Palpatine POV being scrapped (and instead being unlocked through one of Vader's endings). We did this as we felt many of the intended endings would feel too similar to each other, and we wanted the freedom to tell a unique story for each character. MENU OVERHAULS Unfortunately this was not a month without some degree of drama. After a lengthy discussion with the Knights of the Force 2.1 leadership, we have been asked to fully redesign a number of our menus, including (but not limited to): - Character Selection - NPC spawner - Mission Selection As of writing this article, Knights of the Force 2.1 has been re-uploaded to Moddb and Nexus Mods featuring all content developed by the Galactic Legacy team up until the split (which we didn't consent to). As Fire Phoenix has insisted on believing that our menus are direct copycats of his, we have been forced to take action. Phoenix (as of writing this) has agreed to remove all of our content from KotF 2.1 provided we remake the aforementioned menus (and probably some others) from scratch, which we always intended to do so, but hoped to postpone. Regardless, we have already begun the process of remaking the Character selection menu, with the menu featuring a specific character already nearing completion. Below is a current WIP screenshot of the new menu, we will show more as we continue to develop. As these changes are currently conditional of us completing our next update, we will not be able to continue work on anything else until the menus are remade (which is a good thing because we're currently awaiting new content for the Father vs. Son remake which will take its own time). NEW CHARACTERS We're currently also going over some new characters for the mod (as we so often like to do). Below is a small list of some of the characters we should be introducing soon: - Cato Parasitti - Cydon Prax - Dash Rendar - Darth Chratis - Resistance Trooper - Githany - Luke Skywalker (Heir to the Empire) We will of course list more as new characters are added. CONCLUSION These menu overhauls are something we've been wanting to do for a very long time and we can't wait to show off more, this along with the Father vs. Son remake, and the next update should hopefully be a very exciting one. We have a few other things on the backburner right now which I'm not comfortable to reveal at the moment, but as always you can reach us here and our Discord server and we'll be more than happy to answer your questions. Thank you for following the development of Star Wars: Galactic Legacy, and may the Force be with you.
  15. Earlier
  16. Wow, you're doing what Vade Parvis and I couldn't (Anyway, we plan to get back to work too, mainly on Army/Navy troopers and Imperial Officers). Can you share the details of what other Imperials are planned? Also, I would like to take a closer look at the helmets of the Imperial Combat Drivers.
  17. I use zbrush lol. I never use just 1 program though. I wanna know who the lone Maya user is now. They're likely having to use another program to convert the models to work in game since a Maya dotXSI or MD3 plugin hasn't been available since like version 7.
  18. Been working on the Mario map still. Thanks to college classes im taking my work has slowed down on it but ATM the map is mostly down. I want to get some JApro features working for it and have to where you can race for times on the slide and a race for times on the outside part. The outside part has proven to be a challenge since it is so open and easy bypass a lot of places on the map I am not sure how to set it up where it will feel fun to race on. So I think I will make 2 bsp files, one for the race and one for FFA... FFA being open and free to roam around and the race more restrictive. Not sure how long this will take me to complete so a lot of testing from other users and myself would be needed. I might go ahead and upload it to here sometime this week so I can get more people to test it. Then update it with fixes as needed.
  19. Hello Guys! I would like some help please! I would like to convert the Jka maps to UE 4 but i’m stucked. What i tryed: In blender i could import .bsp with textures but when i exported to fbx and obj, but there no was any textures at all, and for some reason the map was 1 huge object. i converted the .bsp to .map and than to .obj but same thing happenned i still don’t have any textures, but i had many objects (so the converter worked fine just i still dont have textures.) My question is the next. How can i port JKA .bsp files to any 3d file whit textures? Can somebody help me to solve this issue please?
  20. Would anyone be able to convert the spawns and botroutes on the 5 CTF maps in JKA to function in FFA multiplayer and add them to the FFA map list in game? Maps in question would be: mp/ctf1 mp/ctf2 mp/ctf3 mp/ctf4 mp/ctf5
  21. Yea. in particular environments. I'm hoping for some good detention areas on Imperial ships personally, I think it is pretty cool that its set in a time period we know but a lot of the designs and the look of things are quite unique. Some good opportunity for some unique maps.
  22. 4 downloads

    I took a screenshot from mzyanide's video (https://www.youtube.com/watch?v=BsCXtS07fvA), simplified it and drew some jedi on it. Winner of the 2022 Banner Artwork Contest
  23. The effect works by taking a snapshot of whats rendered behind it and transforming those pixels by modifying scale and translation slightly. This can not be replicated with the tools we have in vanilla jka. A modded renderer could probably expose the effect to the materrial system but that seems like a lot of work. @SomaZ should be able to elaborate on that. Not without making a fork of OpenJK, adding in your changes and compiling a custom version of the game executable that way I'm afraid.
  24. Is this project still going on? If not, would you all be willing to pass along that sweet looking Gorc model?
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