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Posts posted by ent
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Woo, voice version would be great, @CaptainCrazy!
I like the stormtwooper's helmet idea much, @Omicron!
Show me images of that robotic hand that you would like to see in the award, please.
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Guys, stop liking.
I came here to find some help, not to tease you. D:
Help me, anyone.
P.S.: tnx for liking anyways. x]
z3filus, eezstreet, Lord Spook and 1 other like this -
trolol.0000000000.jpg
Yeah, that's it.
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Unfortunately, no. Do what @Boothand said, animate the dof mask in post-production.
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No, you also have to save depth, set mme_saveDepth to 1. It will capture DOF mask, then you have to use your editing software to apply blur with this dof mask.
Maybe this could help: http://q3mme.proboards.com/thread/21/after-effects-tutorial-depth-field
Iffo likes this -
tl;dr version: please, help me find cool Star Wars images to create rewards for JO and JA.
Hi, guys.
Some of you probably know, some don't, but there is a way to get rewards in Jedi Outcast and Jedi Academy. They come from Quake III Arena. They are disabled in the game code by default. But they are unlocked in some client mods like smod, ja++, jaMME or joMME.
The problem is both JK games don't have assets for them. And I decided to start making my own and keep them close to original Q3A theme. So what I currently have:
Reward names from left to right: Capture, Defence, Assist, Impressive, Humiliation, Excellent.
Original rewards are shown on top. Then my remakes on 2nd string, and "base" images for them. There are currently only Capture and Defence.
So I came here to ask you, guys, help me find interesting images to complete JK rewards. Images must be Star Wars related.
I know many of you know a lot of interesting sources with some art of Star Wars, so maybe you could suggest me some interesting sites with cool icons which I can base my rewards on.
Also feel free to criticize my 2 already created icons, maybe they should look another.
Additional info about every reward:
Capture - you captured your flag in CTF game mode.
Defence - you killed an enemy nearby your flag in CTF game mode.
Assist - you killed an enemy flag carrier and your teammate captured the flag just after that in CTF game mode.
Impressive - you hit two times in a row with Disruptor.
Humiliation - you killed someone with Stun Baton (and lightsaber too? I don't remember).
Excellent - you killed two enemies in a row (time difference is 2 or less seconds).
How it currently works with Q3A assets:
https://www.dropbox.com/s/rs1j6mm0njqjky3/excellent%21%21.mp4
Thanks in advance.
P.S.: optionally someone can record voiced version too since rewards in Q3A are image+sound. Would be awesome too.
P.P.S.: possible to embed a video from dropbox?
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Little offtop: you won't believe but I found your video before this topic. Today I wanted to find if people posted anything jaMME related on the internet, so I googled it and found your recent post on JAWA.
I am very glad that people use the mod and make more cool videos.
Your video is nice. Feel free to ask any question.
Tips:
- use anti-aliasing (or higher resolution, but AA is adviced), since your video is slow, "sharky" edges are rather visible
- try to use built-in post process - dynamic glow
Maybe something else, but I cannot think of anything more right now. I will update list if something new visits my mind.
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Why to exclude, @Circa? You got my wrods wrong. By alternative I meant extra way, not replacing. So public guys will still be able to use regular download. As non-public ones too.
Everyone will choose the best way for them. When things are optional then it's fun fun.
Excuse me for offtop again, the TS.
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That would, @Circa.
Is being blocked on most public network the reason to not use or why was it said?
Keeping direct links and links to torrents as alternative download is the best way to handle.
This could be also very useful for this forum. Alternative is not replacement, rite? But it's already offtop, soz.
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sup, have you heard about torrent protocol? it's like you dun need to be depended on extra websites...
I suggest you to try to share your stuff using this technology.
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assets0.pk3/sound/chars/[charname]/ - there are sounds from SP used in dialogues etc for every character with [charname]
assets0.pk3/sound/chars/[charname]/misc - there are general sound like pains, jumps, taunts etc for every character with [charname]
Those SP sounds have odd names, but I heard @SiLink renamed them all, so much easier to use them with proper names. Ask him if it matters.
People make different medias with JK like videos and pix, and none asked permissions. I bet it's fully legal if you not gonna sell anything.
P.S.: legality of any action also depends on country.
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I'd even say "Credits to @{JAWA}teh_1337".
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Hi. Seems like me and @Scooper finally could make working new jaMME feature - creating custom animations.
I said some words about it in the latest jaMME release, but the feature wasn't completed. To remind you how it looks/works, check this out: https://db.tt/42ebPrjM (old and broken one, sorry) and https://dl.dropboxusercontent.com/u/39650282/basketball.png
Currently it is hard (or not?) to control this animation feature and it probably has some unexpected bugs. So before releasing this, I would like to polish it well. And I need your help in it.
So if here is anyone who is interested in the feature and can help to test it, reply in this topic, please. I will send you working version in PM.
Also if you don't understand something, feel free to ask, I will try to explain.
Thanks in advance.
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Eh... I thought I can comment on YouTube again... But it still requires to change nickname to name+lastname combo.
What does this new even bring then?
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Maybe you need this: http://jkhub.org/wiki/index.php?title=.sab ?
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Okay, the file has been approved. Download now: http://jkhub.org/files/file/1712-jamme/
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The animation feature sounds really cool! That would probably be invaluable to the movie makers.
Could it eventually be used to for example write custom saber animations and saving them?
You can create ANY animation. But the feature isn't working properly yet as I wrote. I would suggest to just wait until good times.
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I am sorry, forgot to add that jaMME is ported to linux! Thanks @{JAWA}teh_1337 for that.
Linux guys usually build things by their own hands so here is only source: https://github.com/dpadgett/jaMME
WARNING: teh remade it a bit for himself, so you better diff his version and original one, since he wasn't porting it for official public usage.
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Sup. It's been a long time... oh yeah, download link: http://jkhub.org/files/file/1712-jamme/
w00t, jaMME 1.4 is here with a big bunch of changes, fixes and additions.
Changelog:
- fixed linear-clamp and similar shader animations in fx system- fixed 2 assertion errors in ui due to implementing smooth ghoul2 animation- fixed ghoul2 animation- added new feature: creating custom animations (doesn't work properly yet)- fixed clearing decals when game speed is over 2- added "mov_smoothQuat" to have smoother angles interpolation in camera action, requires high computer performance (see cvars.txt)- projects now save demo speed- fixed rocket locking sounds- fixed rocket locking image ratio- non-predicted clients can now see "stars" around tricked client's head or don't see the tricker- fixed endless drawing effects: atst's rocket, jetpack, force push blur, froce grip, electrocution, weapon shots, pickable item cone, glowing hand that's thrown saber- fixed capture flag timer- fixed not interrupting voice after spawn after falling to death- added effect override feature (see cmds.txt)- fixed game crash due to invalid active local entities and mark polys- fixed saber trail being clipped on low frame update- added "mov_absorbVisibility" to switch absorb visibility depending on pov (see cvars.txt)- different minor fixes for non-predicted clients support- fixed time and frag limit warning announcer sounds after demo rewind- fixed announcer sounds to be always local- fixed skybox portal when clients are in zoom mode- increased limit of fx system elements from 8192 to 32768- fixed hacky way to draw colours of version in the console- fixed leaking memory in audio which could stop playing new sounds at all- fixed lips animation which worked wrong with loud sounds- fixed dof mask capture- added "fx_forcePhysics" to force fx system use enhanced physics for particles (see cvars.txt)- added underwater sound effect that's controlled by "s_effects" (see cvars.txt) (thanks to Pande for underwater loop sound)- fixed underwater visual effect for camera mode- added "mov_rageColour", "mov_absorbColour" and "mov_protectColour" to replace colour of rage, absorb and protect force powers (see cvars.txt)- avi can now save audio (mme_saveWav 2)- added "mov_spLightning" to use force lightning looping sound from SP (see cvars.txt)- replaced "cl_numcores" with "com_affinity" which lets to set certain cpu cores (see cvars.txt)- added q3-style thirdperson view adoptation for ja (cg_thirdPerson 2)- made seeker drone, flying around body holocrons and personal assault sentry rotate smoothly- fixed aspect ratio on some 2d elements: using holocrons, selecting items- fixed missing NPCs if they were spawned before demo start- fixed missing subBSPs- updated list of container sizes for NPCsNew cvars:- fx_forcePhysics- mov_smoothQuat- mov_absorbVisibility- mov_rageColour- mov_absorbColour- mov_protectColour- mov_spLightning- s_effects- com_affinityNew commands:- clientOverride <> effect <>Information about all commands and cvars could be found in cmds.txt and cvars.txt as usually.I think one of the main features is a capture to AVI that saves audio too. To have that feature working set "mme_saveWav" to 2. By default it's 1 and saves audio to WAV.Another big feature is underwater audio effect: https://db.tt/4pVUwe1F [VIDEO]. Switch different methods with "s_effects" (in my opinion they all sound same).You can attach an effect (.efx) to player and it will like that: https://db.tt/9JfR7IZ4 [VIDEO]. Here I used "clientOverride all effect flechette/alt_shot". It loads effects from "effects" folder, so actual path to the effect is "effects/flechette/alt_shot.efx". You can create your own ones and attach to anyone.You can now make the mod use physics for particles in the fx system: https://db.tt/oTpjalBV [VIDEO]. Play with "fx_forcePhysics" around. It's an old feature in JA, but most of the effects don't use it, and if you want to make them use physics you need to edit .efx files... But now you can enable it for all particles just with a single cvar.One else big feature is creating custom animation. (Thanks to @SiLink for the idea.) Unfortunally the feature isn't working properly yet, and it's hidden. But if you find it then lucky you.It looks like that: https://db.tt/42ebPrjM [VIDEO]. Also attention picture in this post is taken by Scooper with using that animation feature too. But it's only a teaser, because, as I told, it's buggy and has to be fixed.
Another fancy stuff:Videos:Before: https://db.tt/vdb2Odqn After: https://db.tt/jHqlvhDL (with "mov_smoothQuat 10000" I think)Image:http://yourscr.com/468b1ef7cbd99e494cb0c03cec315220.jpg - increased limit of polys and polyverts, it used to highlight first line of guys only.EXTRA:I also ported q3mme to Jedi Outcast, so there is joMME: http://jkhub.org/files/file/1861-jomme/Source code: https://github.com/entdark/jk2mp/tree/joMMEIt has most of fixes and features that jaMME does.Fancy vid by @Boothand that demonstrates MME power in Jedi Outcast (nothing edited in the video):Images:Make cool vids @_@Bye. -
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Hey, guys. I bit offtop. Where can I find full bones hirarchy of JA models? With all child-parent connections?
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The mod does not use openal at all. The problem is in Windows. Try to google his error.
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You need to modify the game code, don't you understand?
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You forced them to think of it by mentioning in your post. (3 times!)
Certain Camera POV
in Jedi Knight Tech Support
Posted
Compile own cgame dll with disabled cheats on that cvar and do what @Omicron said.