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Posts posted by Darth_Bothersome
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With that polycount, it'll actually fit in JA just fine.
Is OpenJK working on improving max polycounts and stuff, or is that not planned?
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Turns out it can export .obj, but you need a plugin in order to do so.
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Not sure, honestly. I'm not particularly proficient in Maya, but I have a friend who is. However, he isn't really familiar with modding for these games. I can check, but the interface confuses me a little.
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Or really any filetype usable in Radiant.
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...there's (supposedly) a difference between how the sabers work in 1.0 to 1.01?
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Yes, I want to realize it, I would be not not prevented by the help. Or aiming =)
I'm sorry. Most of the time I know what you mean, but I have no idea what you're getting at here.
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Would it be possible to use an image in the square of the hud via script, like the ACTUAL KOTORII hud?
Most likely, given how MP displays the current leader's icon. You'd just have to figure out how it's doing that, then adapt it to show only your icon.
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I have never seen porting discussions as intense and as heated as the ones here.
Granted, I'm against porting pretty much entirely, though I do agree with the current policy for what mods we allow.
Now, this movie doesn't affect us in any way at all. And while it's a good idea, I think they would greatly benefit from a little, shall we say, production value. Basically, the ported models and textures are the absolute low end of assets they could be using. Making things from scratch would take longer, but A: It's legal, and B: It would look infinitely better.
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Sometimes I feel like the modelers around here have gotten too used to seeing 2003 levels of detail. Then sometimes they prove me wrong.
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Pretty much a gametype like that in this video. It might just be possible, with the way JKA records demo's and what not. Thought it would be cool xD.
Wait, so demos are recorded by saving a log of everything on the server then rendering it in real time on playback? I didn't know that.
Now that the source code is out, I can see this being used in some interesting ways in MP. A gametype like this would be pretty freaking cool, and possibly even doable, except for the "unlinked" bit. If it's only players' recorded actions, it'd be impossible, or at least really freaking hard. The only way I can see that working would be to give the "playbacks" NPC AI if certain conditions are met.
Onysfx likes this -
JK ragdolls do suck. But it's up to somebody who knows coding to fix that, and it'll probably never end up happening. It'd have to be done in OpenJK, and I don't know if there was a licensed physics engine involved or not. Given the general lack of proper physics, I doubt it, but if there is, than that makes things more complicated.
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I agree... The scales going to 100 should be the same length-- after all 100 is 100.
I prefer it the way it is in the screenshot. If it was all the same length, it would look boring. As it is, it's simplistic, but still good-looking.
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There's also that Selkath model from the JKB project. That was made from scratch and is therefore completely legal.
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All you really need is a new death animation, or at least a different one that makes more sense in the context of being suspended several feet in the air. I don't remember all of JA's death animations, so none specifically come to mind, but there's probably one that works.
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I would honestly love to see this done. As much a I dislike TOR, it has some pretty cool character designs.
Or at least the super high-quality rendered commercials did.
Darth Phren likes this -
I wasn't saying that I'd cut all the mission tiers entirely. Just the ones that make no sense in the larger context of the story. For example, t2_trip could involve actually meeting the contact, or maybe his death leads to the next mission somehow. I don't have time to make a pitch document at the moment, what with the holidays and having to re-install everything after a non-consensual HD format, but I'll get to it once I've figured out how everything fits together.
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I'm just spitballing at the moment, so please hear me out: Basically the idea is to take JA's existing missions, cutscenes and whatnot, and cut it together in such a way that makes the plot coherent. As I'm sure we're all aware, the plot of JA is sort of lost in the idea of being able to choose your own missions. Certain missions, like dpred, are fun, but ultimately completely pointless in the overall story. I know I haven't explained myself very well, but it's late and I'm tired. If there's interest, I'll come up with a more formal pitch detailing exactly what I want to do.
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Having just seen the episodes of Battlestar Galactica with him in it, I feel like your model is just... too gaunt. Like, the bones in his face are all too prominent.
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Yeah...I had a similar issue. I just reinstalled with this: http://jkhub.org/files/file/1705-gtk-radiant-164/
One issue I had was trying to install radiant in program files which is restricted and caused a lot of issues, if I left installed on the desktop for example it was fine.
I'll give this a try after my computer is finished being repaired.
Sometime in like, two weeks from now...
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Then you might as well reskin any other model from the game almost. Most of them have that very same body.
While this is true (prisoner, jedi, jedi2, possibly even Kyle, except for that collar, Luke...), it's also the ideal body for Lobot. Considering his cyborg stuff, though, I'd use prisoner or jedi as a base, because they look nearly bald already.
I just said Bespin Cop because Bespin.
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I may take a stab at it if I ever get Radiant working on my PC again.
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Reskin Bespin Cop and remodel the head.
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Okay, I think I've identified the problem in radiant.log.
Started logging to C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/radiant.log Today is: Mon Dec 09 13:32:12 2013 This is radiant '1.6.4' compiled Sep 22 2013 http://icculus.org/GtkRadiant/ game name : 'Jedi Academy and mods' game file : 'ja.game' game path : 'C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/installs/JAPack/game/' base game : 'base' engine path : 'C:/Users/luke/Downloads/Mods/Star Wars Jedi Knight Jedi Academy/GameData/' executables path : 'C:/Users/luke/Downloads/Mods/Star Wars Jedi Knight Jedi Academy/GameData/' engine : 'quake3.exe' shaderlist : 'shaders\shaderlist.txt' caulk shader : 'textures/system/caulk' prefix : '' default texture scale: 0.25 single eclass load : No patches supported : Yes Reloading global prefs from file Opened XML property file: 'C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/global.pref' Opened XML property file: 'C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/installs/JAPack/game/local.pref' OpenGL not ready - postpone texture compression capability check OpenGL not ready - postpone ATI bug workaround setup Disabling Windows composition RC file C:\Users\luke\Downloads\Mods\JK Mods\GtkRadiant-1.6.4-20130922\radiantgtkrc not found Loading GL library: opengl32.dll ...Done. GDK's coordinate system is offset by 0 over the x-axis and 0 over the y-axis from Windows' coordinate system. 'C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/global.xlink' not found / parse failed 'C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/installs/JAPack/game/game.xlink' not found / parse failed loading synapse XML config file 'C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/installs/JAPack/game/synapse.config' Synapse Scanning modules path: C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/modules/ Synapse Scanning modules path: C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/plugins/ Synapse Scanning modules path: C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/installs/JAPack/game/modules/ Synapse Scanning modules path: C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/installs/JAPack/game/plugins/ Dynamic APIs for client 'Radiant - synapse core built Sep 22 2013 1.6.4' 5 dynamic interfaces parsed for 'core' CSynapserServer::Resolve adding new client slot 'Radiant - synapse core built Sep 22 2013 1.6.4' ERROR: CSynapseServer::Resolve, failed to resolve config for core interface SYN_REQUIRE 018C3088 'VFS' '*' interface SYN_REQUIRE_ANY 018BD860 'image' 'jpg' interface SYN_REQUIRE_ANY 018BD3C0 'image' 'tga' interface SYN_REQUIRE_ANY 018BD298 'image' 'png' interface SYN_REQUIRE 018BD988 'entity' '' interface SYN_REQUIRE 018BE078 'map' 'mapxml' interface SYN_REQUIRE 018BDF50 'surfdialog' 'quake3' interface SYN_REQUIRE 018BD738 'eclass' 'def' interface SYN_REQUIRE 018BDAB0 'map' 'mapq3' interface SYN_REQUIRE 018BD610 'shaders' 'quake3' interface SYN_REQUIRE 018BD4E8 'VFS' 'pk3' Unloading an unused module: 'Builtin .def module built Sep 22 2013 1.6.4' synapse initialization fail (see console) An unrecoverable error has occured. Would you like to edit Preferences before exiting Radiant?Shutting down GL ...Done. Closing log file at Mon Dec 09 13:32:19 2013
That's what I get as a whole, and I think I know which part is the problem.
'C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/global.xlink' not found / parse failed 'C:/Users/luke/Downloads/Mods/JK Mods/GtkRadiant-1.6.4-20130922/installs/JAPack/game/game.xlink' not found / parse failed
It could also have something to do with this line, but I'm not sure.
OpenGL not ready - postpone texture compression capability check OpenGL not ready - postpone ATI bug workaround setup
Regardless of which one of these, if any, is the issue, however, I have no idea how to fix it.
Bioshock Infinite - The Church of Our Lord
in WIPs, Teasers & Releases
Posted
dat parallax tho