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Everything posted by IrocJeff
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Make a test map and put lights at low to high values in a line. Just repeat a comnected room multiple times. Or Compile your map with various light values then pick the one you like.
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Do you have a brush with too many sides or one that was rotated by chance? I have 15000 brushes in 1 map and have had no issues.
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Version 2.0
1,380 downloads
A single player project for Jedi Academy set after the Battle of Yavin and before the Battle of Hoth. You take on the role of a Rebel agent sent to the Bajic Sector to explore an unknown outpost that has the top brass at the Rebellion interested. *It is up to you, the player, to seek out the blank, "black textured" computer terminals to learn about what is going on here. Through this information you will be able to piece together the story. It is also up to you to take the time and look around to try and get an idea on what is going on. Please read the README included. -
I think you might need to add another affect "Whatever your NPC targetname is" with flush after it before the next task. Here is an example: affect ( "trooper2", /*@AFFECT_TYPE*/ FLUSH ){set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" );set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );set ( /*@SET_TYPES*/ "SET_WALKSPEED", 58 );set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 10 ); task ( "go1" ){set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav1" );} task ( "go2" ){set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav2" );} dowait ( "go1" );dowait ( "go2" );} wait ( 8500.000 );camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam4", ORIGIN)$, 0 );camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam4", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "trooper2", $FLUSH$ ){set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );} This gets trooper 2 walking through his waypoints then that is flushed out and then the new stand animation is played indefinitely (-1) until something the NPC is told to do something else. Its how Raven did stuff in Kejim which is what i used as a basis for my script.
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That is odd. I have NPC's running to navgoals at the player and don't remember seeing this happen. Is your Kyle NPC set to BS_Cinematic? What does your script look like?It seems to me that NPC Kyle is reacting to something which he shouldn't. In my test chamber where the Stormtroopers gun down the prisoners I started them off like this. Trooper 1 Example affect ( "trooper1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_WALKSPEED", 50 ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 10 ); task ( "go1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav1" ); } task ( "go2" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav2" ); } dowait ( "go1" ); dowait ( "go2" ); } If your script doesn't look like this just modify it to your needs. My apologies if it does but you didn't post the script so I'm just covering all the bases.
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I have all of that as you posted and still nothing. Yesterday, I went ahead and re-recorded the voices and made it less robotic so you can understand it without subtitles just in case. These versions you can understand easier.
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There is no change. I have created a .pk3 with a strings folder and then an english folder, then my files I modified for briefings, objectives, and closing credits. Nothing has changed. My objectives trigger from the script but show "investigate the site luke had his force visions" and " find a way into echo base " instead of showing " find a way out of here" and " check that terminal over there for some information " briefings nor the end credits play as well. I'm pretty stumped.
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No, but my crawl works and that is pk3 now that i think of it. I'll give it a try today and let u know.
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No, but my crawl works and that is pk3 now that i think of it. I'll give it a try today and let u know.
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That texture is from the Yavin set and is met_floor01. Now, I do have blue spotlights there and the color value of those are #9BECFF. I'm hoping to get this finished this weekend and I am including all the .map files again so you'll be able to load it all into radiant.
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Issue 2 is closing credits. Below is my closing credits.str which i replaced in game, but, it still shows the original JA credits. Not the one I made. Ideas? // Note to translators: // If a sentence is the same in your language then please change it to "#same" // // eg: // LANG_ENGLISH "HALT" // LANG_GERMAN "#same" // // (This is so we can tell which strings have been signed-off as ok to be the same words for QA // and because we do not store duplicate strings, which will then get exported again next time // as being untranslated.) // VERSION "1" CONFIG "W:\bin\stringed.cfg" FILENOTES "all the credits" REFERENCE RAVEN LANG_ENGLISH "(#CARD)\nThis project was written, designed, and created by;Jeff Zak;\n This project was partly inspired by the movie Strange Brew\nOriginal Music by;Captain Crazy\nCustom Models by;Pande;Boothand\nCustom Shaders by; Khornsyrup ; Boothand\nThe Palps Blue Ribbon Bottle Texture by; Circa\nGame Testers;Boothand ; Ramikad\n Thanks to everyone @ JKHub.org for all the help\nVERY SPECIAL THANKS:\nGeorge Lucas\n" ENDMARKER
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Issue one is subtitles in a cutscene. I can't seem to get it to work in Jedi Academy. I know I have to reference my wav files in a .str file but it does not work. Below is from a JA STR file that i renamed to my mapname.str. line1, line2, ect are my wav files in my script. Basically, it doesn't show the subtitles on the screen. Not sure what is wrong. // Note to translators: // If a sentence is the same in your language then please change it to "#same" // // eg: // LANG_ENGLISH "HALT" // LANG_GERMAN "#same" // // (This is so we can tell which strings have been signed-off as ok to be the same words for QA // and because we do not store duplicate strings, which will then get exported again next time // as being untranslated.) // VERSION "1" CONFIG "W:\bin\stringed.cfg" FILENOTES "XMAKE-auto-generated from "w:\documents\script\jedi academy script2.txt"" REFERENCE line1 LANG_ENGLISH "I am suprised you made it this far. No matter....you did not foil my plan." REFERENCE line2 LANG_ENGLISH "I am sure you have learned to some extent what is going on here. We are on the threshold of a new Galactic Order." REFERENCE line3 LANG_ENGLISH "We have laced the beer shipment to the Emperor's Palace with the X 239 serum. Everyone at that party, including Palpatine, will be under my control." REFERENCE line4 LANG_ENGLISH "Fortunately for us the Emperor has a 'problem' with the sauce. Ha Ho He Ha Ha Ha Ho He Ha." REFERENCE line5 LANG_ENGLISH "Agents planted at the palace will then carry out their orders. Then.. I.. will be the new ruler of the Galactic Empire and Palpatine will be dead." REFERENCE line5 LANG_ENGLISH "Only then will the Galaxy truly be in peace...... Now, what am I going to do with you?" ENDMARKER
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
IrocJeff replied to Lazarus's topic in WIPs, Teasers & Releases
Its pretty cool so far. are you using any specific tutorials for all this or are you just playing around and trying stuff out? -
So as of now i'm pretty much finished. All 6 maps are done. I'm in the process of getting the objectives working. I only had objectives in the beginning of the game since I wanted those who played it to draw their own conclusions and put stuff together with the terminals you read in-game. Also, I have to make sure my ending credits work. Then, pack it all up. Ran into more problems with scripted NPC's from JO to JA so changes were made yet again which delayed me by 1 day. Getting closer.
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Agree with Lazarus on richs tutorials. Personally, go through all 101, 201. In 202 do doors and switches. That should cover the basics and what you will be building most of the time. Just reference anything else in tutorials or post a question or try and search yhe modding forum. Sometimes its clunky and doesnt search.
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Do it yourself. Follow some of the mapping tutorials to get the basics down. Then, start building 1 room at a time. Could be a storage area, could be a hallway, its still a room. Your project has too start somewhere.
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They look great. Kinda walks like a pimp a little bit but that's just my warped mind. The color scheme on the frog is great. Love the red eyes.
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Just finished up map 4. I was running into some issues with the water shader and it crapping out with the hall of mirror effects and entity leaks. I have no idea why or how since it compiled and worked fine 30 times or so before the issues. But, its all finished now. Started up map 5 and did a run through. Very few texture issues. The two TIE pilots that run to attack you want to just stand there for some reason so I have to look into that. Some sound issues, probably soundsets that aren't in JA that were in JA. I do have to pull the Stormtrooper dialogue over as well as the music that was created for the keyboard. Outside of that it runs pretty well and don't have to rebuild anything. Anyway, its all little stuff.
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Made some changes to map 3, mostly moving NPC's around, textures, and some slight brushwork. Along with maps 1 and 2, map 3 is finished and I'll be starting map 4 this afternoon.
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In my 3rd map all is well except for the Sentry Droids. They do everything they are supposed to, except show any blaster bolts firing. They fire, hit me, follow me. Are these NPC's buggy in JA or something?
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The weapons using Metallic bolts
IrocJeff replied to syainkn's topic in Jedi Knight General Discussions
Well, with a shotgun it can fire varied ammo. Shot, which is a load of pellets that scatters and a single projectile, which is housed in the shell instead of shot. THAT, is generally considered a slug, because it resembles a bullet. Give this a read and then see what conclusions you come up with. http://starwars.wikia.com/wiki/Slugthrower/Legends This basically says if its a chemical reaction that propels the projectile, its a slug. You have to take all this with a grain of salt since its not required to be an expert on a subject to create a story, book, movie, video game, ect... Personally, I don't think the repeater is and I have no clue with a cycler is so I'll pass on that one. -
The weapons using Metallic bolts
IrocJeff replied to syainkn's topic in Jedi Knight General Discussions
In the Star Wars universe an ak-47 or M16 or whatever would be considered a "slugthrower". Basically, its a bullet. A blaster bolt, like the E-11 or similar uses tibanna gas and power cells or whatever and somehow makes a shaped bullet, or blaster bolt, that is different from a bullet but is not a "laser". A "laser" would be the Disruptor rifle. Now, a flechette you have to think as a shotgun that fires darts.Real world shotguns can fire them as well. The Imperial Repeater acts a slugthrower since it throws metallic bolts but those bolts are ionized, so go figure what the heck that means.