Jump to content

Facial Expressions 1.0

   (9 reviews)

1 Screenshot

About This File

Update: This code enhancement is now a part of OpenJK. If you are using a build past March 2015, you no longer need this mod to use the extended facial expressions. Go to http://builds.openjk.org/ to obtain the latest release.

 

Description:

 

This mod consists of custom built binaries (and libraries) that incorporate a facial expressions patch to extend the amount of available Icarus scriptable facial animations in the single-player game of Jedi Knight: Jedi Academy.

 

It is designed for single-player mods where the developer/author wishes to have more character facial expressions in cutscenes and otherwise scripted sequences than what the base game allows.

 

Instructions:

 

Mac:

Include the custom binary (app) with your single-player mod as a launcher. Provide instructions for your users to place the launcher in the "GameData" folder (above the "base" folder) and use it instead of the default single-player app to launch your mod. You can rename the launcher to whatever you like.

 

Windows:

Place the patched DLL file into your single-player mod folder.

 

The new facial expressions are accessible with the following commands in Icarus:

 

SET_FACESMILE

SET_FACEGLAD

SET_FACEHAPPY

SET_FACESHOCKED

 

...and of course there's SET_FACEFROWN and the rest.

 

You can also combine any SET_FACE... animation with either of these SET_ANIM_BOTH head animations in Icarus for more variety and expression:

 

BOTH_HEADNOD

BOTH_HEADSHAKE

BOTH_HEADTILTRSTART/STOP

BOTH_HEADTILTLSTART/STOP

 

And use the character looking down with a solemn face for show of sorrow.

 

This mod was built using the OpenJK source: https://github.com/JACoders/OpenJK/

 

Special thanks to Asgarath83 and Eezstreet for their help.

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


What's New in Version 1.0

Released

  • 1.0 - Initial release.

User Feedback

Recommended Comments

I have a questions.
1- Is this mean that the cinematics qould be better?
2-Is there anyway to change facial animations? To be better?

Link to comment

1- Is this mean that the cinematics qould be better?

 

It means that you can use/script additional facial expressions in your own cinematics. It won't change the original base game's cinematics unless someone rewrites them to add these new expressions throughout the story.

 

2-Is there anyway to change facial animations? To be better?

These additional facial animations were taken from the default/base GLA. To change/tweak them and replace them with your own animations, you would need to edit the default _humanoid.gla file -- but that's out of the scope of this project. There is another, advanced feature being developed which will allow you to fully customise facial animations to your liking here: http://jkhub.org/topic/4020-i-present-a-challenge/

Link to comment

What a nice addition. I wonder if in order to use just head_nod animation you actually print the command set_face? 

 

E.g. should it be:

set ( /*@SET_TYPES*/ "SET_FACE", /*@ANIM_NAMES*/ "BOTH_HEADSHAKE" );

I would like to try this one. :)

 

And I am curious if there is a set_face_holdtime command as well.

Link to comment

No, more along the lines of:

 

set ( "SET_ANIM_BOTH", "BOTH_HEADSHAKE" );

set ( "SET_ANIM_HOLDTIME_BOTH", -1 );

set ( "SET_FACESHOCKED", 2000.000 );

 

You still need to keep to the rules that Icarus has defined, but you can combine them because SET_FACE... and SET_ANIM_BOTH can be executed at the same time. They are animation on different layers.

NumberWan likes this
Link to comment

@Ceres

Thanks! I actually figured that out after trying the commands yesterday. I was hoping someone would make the same for HEADSHAKE animation, because the whole upper body depends upon this this shaking head, which looks weird in some cases.

Cerez likes this
Link to comment

I was hoping someone would make the same for HEADSHAKE animation, because the whole upper body depends upon this this shaking head, which looks weird in some cases.

 

That's an interesting suggestion. I'll have to look into that for the next release.

NumberWan likes this
Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...