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Lord_Newbie

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Everything posted by Lord_Newbie

  1. Well, that's actually for SP. I don't think I wanna create a stand-alone multiplayer mod, at least not now. Anyway, are you still trying to get repulse in game? Let me know whether you need some help. I might quite possibly have two older repulses I made, one of whom being the invisible saber solution (can't be done in mid air, dependant on fps) and the second one being a lot worse attempt at coding it (an unoptimised, instant, 360 degrees force push dealing about 15 dmg) - there's no need to mention that they are both very far from decent, but that's better than making it a detpack, I guess. So I can give you them if you want to base your attempt at repulse off something.
  2. Damn, I'm probably late It is possible with the source code. You have to add your custom anim into the 'animtable.h' (SP Game Library) right after the last jka anim: In my case it looks like that: And into anims.h The best solution to create Force Repulse in Jedi Academy is to simply code it. Then again, if you can't program - you should probably follow Chalk's tutorial, as it's the best solution that doesn't involve programming. Invisible saber (noweap.md3) with bouncewalls 1 and several other parameters hits the ground and creates the shockwave. You edit animevents to make the effect fire during the proper frame and have the start origin in char's body, not where the saber hits the ground.Det pack is a bad idea, as Force users can just push it and cause it to explode. https://www.youtube.com/watch?v=oJrff-u6Tik This is what you can achieve by programming, it's not that hard to do once you learn something about jka code plus it's far more stable than the detpack/saber solution. Good luck with your project!
  3. Hi guys, could someone tell me where exactly in the code is what happens if npcs fail to resist the push? I believe they either fall down in the place where they stood or they are sent few metres flying. I'd like to adjust the possibility of occuring the later variant and I was completely unable to find it. Thanks in advance. edit: Nvm, figured it out
  4. Looks as you have some animations mods, remove them and it should help.
  5. I am rather sceptical. I played this mod, and there are few things I'd like to point out: Saber Combat - good idea, worse realization. There are some undesirable things occuring during the combat, especially while fighting the Desann NPC. Even in the slowest possible mode, set in options, his counterattacks and swings are too quickly to block. And some hits pass through my block. No idea why. Also, often when I fight at close range the enemy's saber transitions kill me. The other thing about the duels I noticed is that you can win every fight by spamming blue impale. Concerning the saber animations - they are fine as long as they... are the default ones. No offence, but the running animation when you have low hp is just bad. Jump is ok. During the yellow dfa execution I can't see anything, because camera spins wildly. Other suggestions - it shouldnt be possible to block if you're out of fp. Melee - including slaps in saber combat - does massive damage, Not sure if it's because I use Real Dismemberment, but one punch from, for example, a cultist = death o.O. Crouching animation shouldn't have the transition from stand stance to crouch stance included. Gunners' AI - in my opinion you shouldn't be knocked to the ground by their kicks while crouching. JK2 Support - many glitches - the most notable one is the camera's strange position in cutscenes, haven't played through the whole campaign, but, for example, in the last level, the mirror's texture is missing. Unfortunately, I have a feeling that not all the content is yours. The most of saber system comes from OJP, but you've mentioned it somewhere here. Meanwhile, animations (but i have to admit that I am not sure): - the roundhouse kick comes from ja+, - slap, flying kick and few others come from mb2, And a small advice - you should include a version where there are no new animations, to make it more compatible with more mods. NPCs are able to use lightning for an undefined amount of time and sabers with noblade 1 have visible blade. I am kinda discouraged, but this mod would be amazing if u fixed that what I mentioned. Regards.
  6. Can map entities be edited using a hex editor?
  7. You're visible only in mirrors, like Desann in last JK2 level.
  8. I got less and less time but I am trying to do my best. As for now, I am looking for some source map files that would at least partially reconstitute tfu ones. If you dispose some you'd like share with me, then please, let me know. Thanks in advance.
  9. 1st post updated, attached a link to moddb site.
  10. How did I do what o.O?
  11. Thank you for you offer! The given links will be extremely useful for me. I am working on reskinning Royal Guards I've just downloaded and wondering how to do lightning shield. Also keep in mind that I'll be releasing any map objects and characters and stuff maps textures shaders everything that you'll probably ever need which is actually lame... I am not a kind of copy-cat. We both are making different mods. I am not gonna steal your work. I don't really think that it will be necessery for me to create any of these written above. Except for the maps . And characters. To be honest I've never liked TFU2. It was like someone was forced to do it, without any willingness. Short and quite stupid storyline, unnecessery powers that are three times stronger than in TFU1. So... I don't say 'no', but first of all I gotta finish my base assets. Polish repulse, dash and stuff that would be useful in both versions. Then I will let you know, okay? Well, I like both TFU and JK3. I am unable to play TFU on my PC (got also this on my XBOX360, but the TV is frequently 'taken'), since it's almost as old as me (my PC, not TFU ). Both games are imho successful and I would love to see TFU in JK3 myself. It was happening too fast . I will try to re/upload this vid / new one tomorrow, or perhaps on Sunday.
  12. He was working as an animator in JKG Dev Team.
  13. Added u and Exile to the credits list By the way, if anyone noticed some person I forgot to credit, then please, let me know.
  14. And with repulse I rather thought about http://forums.filefront.com/sw-jk3-modding-mapping-editing/440648-ground-slam.html http://http://forums.filefront.com/sw-jk3-modding-mapping-editing/406862-repulse.html
  15. I don't think if that's really needed . I am on a good way. The animation gotta be improved, and it's gonna look really fine. The repulse took me most of the time and I am kinda proud of it even despite it's not as good as I would like it to be. I hope that with time I will earn experience and I will be able to replace most of the used mods by my own stuff. That's not camera and time script. If I remember correctly, it allowed you to change the direction up to 180 degrees or had another feature I disliked. I began to make such a script from the scratch and got like 1/3 now (horizontal rotation). Anyway, I've already uploaded the trailer I was referring to. Jedi Academy Unleashed - Trailer by TheExile I don't think if that's really needed . I am on a good way. The animation gotta be improved, and it's gonna look really fine. The repulse took me most of the time and I am kinda proud of it even despite it's not as good as I would like it to be. I hope that with time I will earn experience and I will be able to replace most of the used mods by my own stuff. That's not camera and time script. If I remember correctly, it allowed you to change the direction up to 180 degrees or had another feature I disliked. I began to make such a script from the scratch and got like 1/3 now (horizontal rotation). Anyway, I've already uploaded the trailer I was referring to. Jedi Academy Unleashed - Trailer by TheExile
  16. The grip is based on Gamemaster's telekinesis. Just an imported anim and modified to rotate. I was using some weird JPGs to AVI converter and somehow... The file seems kinda corrupted. Speeding up, slowing down. The push is the push, just with a additonal line in animevents.cfg The Dash anim is based on the leapattack kata move. Ive never heard of aev_move so I guess I will try doing it. Recording lowered the fps and repulse looks far more smoothier ingame. I had some trouble in making the repulse's animations and there's really much to fix. Anyway, it's the best of my animations for repulse. The grip thing was introduced after I had watched JAU Trailer by TheExile (which is removed from youtube, I got it on my hard drive, I can upload it if u want). It is lightsaber. I did read a thread on filefront's forums, where Ashura/Jedi hero (don't remember which one) explained the basics. That a saber conjuring a shockwave was already made and it does not really require much of work to fix it. Good luck with everything brotha Thanks. First of all, I got to find out how to place a floor in radiant. I wish you good luck and much of fun with your Unleashed 1.5! AshuraDX's starkiller model, I could have just used that, and im sure its fine and everything will be ok, but I have a vision of how I want this mod to function and look, and conveying that to someone else has proven to be rather difficult. Okay, I understand. I wish you good luck with your mod!
  17. Thanks much! It's different however I hope that I could help Chalk with his Unleashed 1.5 somehow.
  18. I know there's anims.h file from the source code which contains all the animations names. Add this animation's name there and try compiling it. Yup. Are you sure that, upon saving anims to gla in dragon, you compile it using glamerge?
  19. Since a few weeks I have been working on The Force Unleashed JK3 mod. I don't have that much modding experience nor skills, but I am trying to do my best. The mod's name will be Power Unleashed. I know it sounds kind of cheap, but it was my best idea concerning this mod since I've begun creating it. The Force Unleashed JK3 Mod [youtube url] List of that what I've managed to do: Any help is appreciated. Please, post your suggestions here.
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