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Lord_Newbie

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Posts 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.

    dark_apprentice and Asgarath83 like this
  2. Damn, I'm probably late :P
     

     

    So far as I know it is still not possible to add an animation to the game. You'd have to replace one.
    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:

    ENUM2STRING(BOTH_CIN_48), //# Level specific cinematic
    ENUM2STRING(BOTH_CIN_49), //# Level specific cinematic
    ENUM2STRING(BOTH_CIN_50), //# Level specific cinematic

     
    In my case it looks like that:
     

    ENUM2STRING(BOTH_CIN_48), //# Level specific cinematic
    ENUM2STRING(BOTH_CIN_49), //# Level specific cinematic
    ENUM2STRING(BOTH_CIN_50), //# Level specific cinematic
     
    //
    ENUM2STRING(BOTH_FORCE_REPULSE_CHARGE),
    ENUM2STRING(BOTH_FORCE_REPULSE),
    ENUM2STRING(BOTH_FORCE_DASH),
    ENUM2STRING(BOTH_FORCE_REPULSE_PULL),

     
    And into anims.h
     

    BOTH_CIN_48, //# Level specific cinematic 
    BOTH_CIN_49, //# Level specific cinematic 
    BOTH_CIN_50, //# Level specific cinematic
     
    //# #eol
    MAX_ANIMATIONS,
    MAX_TOTALANIMATIONS,

     

    BOTH_CIN_48, //# Level specific cinematic 
    BOTH_CIN_49, //# Level specific cinematic 
    BOTH_CIN_50, //# Level specific cinematic
     
    <new animation name>,
     
    //# #eol
    MAX_ANIMATIONS,
    MAX_TOTALANIMATIONS,

    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.
     
     
    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. 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.

  5. So did you learn how to work radiant yet? need a hand? theres a lot of tutorials here including a real nice beginner's tutorial with videos. Check those out, and check back in with any questions after making your adjoining rooms and what not from those tutorials. Feel free to PM me if you ever need help with something that you think i'd be able to help you with. What are you planning on doing next?

    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.

     

     

    maybe, here's an idea dude... why dont you.. make a tfu 2.5? double sabers and everything. I can show you how I worked out a "rage" mode and everything for a 2.5 I was theorizing how to do in jka. If you do decide to take that route... let me know. That would be really interesting to see and I'd be on board to help you with whatever (in reasonable time mind you i am busy)

    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?

     

    Nice. Though I'm not a fan of remaking a better looking game in a worse looking game. Don't see the point. But this is looking pretty good.

    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  :lol: ). Both games are imho successful and I would love to see TFU in JK3 myself.

     

    The animations look like a N64 game for some reason. Maybe because everything seemed like it was happening too fast.

    It was happening too fast  :P. I will try to re/upload this vid / new one tomorrow, or perhaps on Sunday.

    Circa likes this
  6.  

    Either @AshuraDX or myself will be able to help you fix that dash.

    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, I really feel the need to just give you the working one, but, seeing that it literally took me 3 months of steady work on it to perfect it, I have to decline

    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.

     

    Good stuff here. Nice mashing of other mods.

    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.

     

    cameraandtimescripts

    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



     

    Either @AshuraDX or myself will be able to help you fix that dash.

    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, I really feel the need to just give you the working one, but, seeing that it literally took me 3 months of steady work on it to perfect it, I have to decline

    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.

     

    Good stuff here. Nice mashing of other mods.

    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.

     

    cameraandtimescripts

    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

  7. Well, the gripped anim I had already done 5 vyears ago and still have it.

    The grip is based on Gamemaster's telekinesis. Just an imported anim and modified to rotate.

     

    Also, the saber anims are so janky that it is very difficult to differentiate what exactly is going on. If you replaced a weapon to create that push, it isn't working.

     

     

     

    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 could use a lot of work, but I am wondering if you did it the conventional way (added aev_move to the crouch and crouch roll) or if this is something completely different.

    The Dash anim is based on the leapattack kata move. Ive never heard of aev_move so I guess I will try doing it.

     

    The repulse looks like it needs some work as well. It should be an easily used, more free flowing move. No gaps in between or pauses.

     

     

    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.

     

    It is also nice how I am nowhere included in any of your credits and thank yous when it is over obvious you jacked plennnnty of my ideas XD No need for me to pull up old videos to prove it... wait.. screw it here we go lol: http://www.youtube.c...h?v=HzfFfMkhQlg

    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).

     

    oh... and dont make that repulse a weapon dude... make it a saber. If that's what's going on there

    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.

     

    Now, all that being said, I really appreciate all the time you're putting into this mod and hope to see it's completion in a timely manner, to give people something to play with until I'm done with this ridiculous amount of work im pouring into Unleashed 1.5. 

    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!

    On the topic of helping me out... dude... im so anal about things. Like... I see so much that I would have to redo in this video that It seems like I'd be coming back behind you cleaning up everything, when it's quicker to just get it done the way I want it the first time by doing it myself. No offense dude, but just like @

    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!
  8.  

    Yeah, gave that a shot so that the line was added to the JA _humanoid file and it will not load it at all.

    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.

     

    Have you guys been able to add brand new animations yourselves, rather than replacing existing ones? It seems that anything I add to the file won't get picked up.

    Yup. Are you sure that, upon saving anims to gla in dragon, you compile it using glamerge?
  9. 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.

     

    PU_logo.jpg

     

    The Force Unleashed JK3 Mod [youtube url]


    Here's a little video from that what's done so far. I've already fixed that forward-manual blocking. The worst thing is that I do not have any decent maps that would, at least partially, be similar to original TFU ones.

     

     

    List of that what I've managed to do:

     

    - got some decent models,

    - made new push, lightning fx,

    - mixed n made some new animations,

    - created Dash and Repulse,

    - reskinned HapSlash's Stormtrooper and Sandtrooper,

    - made some minor things, like NPC files, cfgs, etc.

     

     

    Any help is appreciated. Please, post your suggestions here.

    Omicron and ChalklYne like this
  10. modifying it (e.g. _humanoid to _humanJK2)

    You don't have to keep the path length the same. As long as there's some empty data to replace, you don't have to limit yourself with the length. I believe that "_humanJK2" will not work since "_humanoid" must be included in your path.

    Look at my post at the first page with screenshots from Hex Editor. You can replace all/most of the dots that are right beyond the default path to humanoid.

     

    didn't cause any errors, but the animations weren't getting parsed;

     

     

    JK2 had another skeleton, more bones (except for the left hand tag) so some anims may not work.

    Are you sure that you edited both your modified humanoid and target model?

     

    Galak_Mech from JO is another example. The model doesn't exist in base JA and paths don't need to be changed due to any conflict, but it still won't load the animations correctly.

     

     

    It will not work unless you interfere in the JA sp code (galak mech does not have his AI / class in JK3).

     

    Anyway, I'll see what I cam do with dragon. Thanks for the suggestion.

     

     

    Absolutely no problem. The impframe cmd should do it's job.

    katanamaru likes this
  11. How'd you get it to work? I've been having similar problems myself when importing JO models and animations.

    Back then I imported all the animations with dragon through impframe cmd and compiled them using glamerge and regular jk3 humanoid.

     

    Hex Editing didn't work because I added letters to the humanoid's location instead of replacing the empty data (00 / ..) (what leaded in receiving message that the skeleton is incompatible)

  12. thanks. ive completely forgotten about the source code. i will try using these tomorrow. oh, n by the way would you mind if i borrowed force push anim from your bh anims pack (i managed to assign a custom effect to urs, meanwhile mine launches the efx in a totally uncontrolled way, firing at random frames, in random directions) ?

    thanks in advance

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