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Circa

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  1. I know, I know. It's a little late. But I think everyone can agree that this is a fun holiday to celebrate, we get really creative submissions, and everyone that would normally participate is probably already working on something with or without the contest, so let's do this. Halloween contests are all about making spooky mods for Jedi Outcast or Jedi Academy. Think about monsters, goblins, & ghouls. Vampires, zombies, & ghosts. Having a Star Wars twist is always a bonus, in my opinion. You can make maps, playermodels, skins, cosmetic mods, etc. If it goes in a PK3, it's fair game. Rules: All submissions must be Halloween-themed (so scary, spooky, frightening, etc. ) You can only enter your own creations. You may enter more than one file. Already existing files cannot be submitted. The goal is to encourage new creations! Any mod content is welcome, including skins, models, maps, weapons, menu mods, etc. Just make sure it abides by the rules. Files can be for Jedi Academy and/or Jedi Outcast. We will assume files are for JKA unless specified otherwise. The deadline for submitting content is October 27, 2022, after which a poll will be opened. The poll will be closed by the morning of October 31, 2022. Need inspiration? You can view the previous Halloween contests we've held at the links below. Lots of cool stuff in each of them! All are listed on the Contests page. How do I submit my mod? Our goal is to make it as simple as possible for everyone involved. The way you submit your file for this contest is to upload them as normal files in our file section, but using the category called Contest Entries. Click the button below, and submit your mod as you normally would. The category should be set to Contest Entries already. If you don't enter it there, your file won't be entered until you do. If you realize that you didn't do that, PM a staff member and we can change it for you. Good luck and happy sp00ky season! Submit to Halloween Contest '22 View full article
  2. I know, I know. It's a little late. But I think everyone can agree that this is a fun holiday to celebrate, we get really creative submissions, and everyone that would normally participate is probably already working on something with or without the contest, so let's do this. Halloween contests are all about making spooky mods for Jedi Outcast or Jedi Academy. Think about monsters, goblins, & ghouls. Vampires, zombies, & ghosts. Having a Star Wars twist is always a bonus, in my opinion. You can make maps, playermodels, skins, cosmetic mods, etc. If it goes in a PK3, it's fair game. Rules: All submissions must be Halloween-themed (so scary, spooky, frightening, etc. ) You can only enter your own creations. You may enter more than one file. Already existing files cannot be submitted. The goal is to encourage new creations! Any mod content is welcome, including skins, models, maps, weapons, menu mods, etc. Just make sure it abides by the rules. Files can be for Jedi Academy and/or Jedi Outcast. We will assume files are for JKA unless specified otherwise. The deadline for submitting content is October 27, 2022, after which a poll will be opened. The poll will be closed by the morning of October 31, 2022. Need inspiration? You can view the previous Halloween contests we've held at the links below. Lots of cool stuff in each of them! All are listed on the Contests page. How do I submit my mod? Our goal is to make it as simple as possible for everyone involved. The way you submit your file for this contest is to upload them as normal files in our file section, but using the category called Contest Entries. Click the button below, and submit your mod as you normally would. The category should be set to Contest Entries already. If you don't enter it there, your file won't be entered until you do. If you realize that you didn't do that, PM a staff member and we can change it for you. Good luck and happy sp00ky season! Submit to Halloween Contest '22
  3. The winners have been chosen! I said I may end up choosing more than one if we got some good ones I really liked, and that definitely happened. Thank you to all of the artists that submitted. Even if you didn't technically win, I may still use your work for other things, so you may win in some small way anyway. Keep in mind the banner art will be changed periodically so if you don't see yours in there now, your art will have its turn. The two main winners are @ZelZel and @BenSlzak for the below two entries! Kyle vs Desann/Tavion Temple's Dawn Here are the rest of the submissions if you'd like to see the others, links in the spoiler tag. They are all really great and I'm excited to have some good material for banners, social posts, etc. going forward! Hopefully this was a nice little break from the usual mod contests and allowed for the resident artists to flex a little. We will definitely have more of these types of contests! More art makes the world beautiful.
  4. Kinda throws my comment out the window then. Maybe the effect can be replicated via custom shader?
  5. The best way to learn shaders (or modding in general) is to find something someone else has made and see how they did it. The Shadow troooper stealth effect in JK2 is close to what you're looking for, which is the same as the saboteur stealth effect in JKA. It's called "cloakedShader" found in effects.shader.
  6. Looks like a movie duels issue? Did you download the model separately or is it one found in Movie Duels?
  7. Using the game as a sandbox is one of the best parts of the game, so I definitely understand. That's how I played the game for over a decade. That's also why I learned how to mod the game, because it made the sandbox even more customizable and fun. You can learn how to put skins in the menu using this tutorial below. It's quite easy once you learn all the parts that are needed. I used to do that for every model I had in my base folder back in the day.
  8. Not without code changes. I haven't played Movie Duels but I'm surprised they wouldn't have a menu to change your model easier. The playermodel command used without the skin file lines will use the NPC name, whereas using the skin file names (model_default) will use the model folder name. This is why it is important for mod makers to make their naming consistent between the two, but rarely do because they may not know or care. I say that because if you're changing playermodels as often as you suggest, and you're not playing anything with cinematics, you could just use the NPC name to make it easier. You could also bind the playermodel commands to a key to make it even easier if you're only using a handful or as many free keys as you have. Another solution is to make your own menu that you can bind to a key that will set your playermodel to each that you specify in the menu, but that would involve learning how to code menus which can be quite cumbersome to do. I'll also note that if a model has SP menu support, you could always use my ingame menu mod, although I have no idea if it works with MD. Probably not, but if you add the entries to the menulist.txt it should work fine.
  9. If you're using an old version of the plugin, then yes. The link to the most recent version is in that thread I linked. For the alpha channel shader, it should look like this I believe (path to texture is placeholder): models/players/person/texture_alpha { cull disable { map models/players/person/texture_alpha alphaFunc GE128 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen lightingDiffuse } }
  10. Are you using Blender? You can read about that problem and the solution here:
  11. Assuming there was no ported content on this, but you did use ported sounds. I added that to your credits list. Please make sure to give credit to all external content used in the future. Looks good!
  12. I believe the best you could do is the directory command to see the list of model folders, but it shows you every file in the folder so it can be a lot to scroll through. dir models/players You could type the first letter of the name to make it easier. dir models/players/a Will show all the model folders that start with A. The command skinlist can show you a list of skin files. If you're looking for NPCs you can use the dir command for that too, though it won't show you each entry, only the files. dir ext_data/npcs Perhaps someone else will know of other ways but those are the only ones I know of. I usually end up just opening the PK3 files to see what I'm looking for. It's a bit faster than scrolling through a long list.
  13. Trailer for season 3 finally dropped! Looking real nice! More Mandalore and Mando culture is going to be refreshing.
  14. The only thing that might be taxing on your system is the Ultimate Weapons effects PK3. The codebase itself should run as normally as jasp.exe would. Try taking that PK3 out and see if that helps.
  15. We got a report that many of the skyboxes in this pack were taken without permission from the original authors. I'm hiding the link and locking this thread. Ask for permission people. You can't just take other people's work with 0 credit or permission.
  16. Your screenshots seem to be not posted correctly, FYI.
  17. I'm going to lock this thread so people stop bumping it. Six bumps is a little silly. If @DarthDementous has progress to show and wants it unlocked, please reach out to me or another staff member.
  18. That's interesting. I didn't think anyone still used Gmax.
  19. I assume he is asking what that "other" software is exactly, since you voted "other". I am also curious.
  20. If you choose "Other" please comment below what that "other" is!
  21. Modeling 3D assets has become more and more mainstream since Jedi Outcast and Academy came out. It used to be an obscure talent only a handful of modders could do well. Nowadays, more and more people are picking up 3D modeling as a hobby or full career. There are many tools out there to shape, mold, and sculpt in a 3D space. Which one do you use primarily for Jedi Outcast or Jedi Academy mods?
  22. Ah, could be too many NPCs then. If you don't plan on using those NPCs of the Sith then shouldn't need that one anyway. OpenJK or JAEnhanced raise the NPC limit so you might have better luck with those if you're not using them already.
  23. This mod doesn't change the game's NPC's though, it only adds new ones, and they are optional. Maybe it was a different mod that caused the issue?
  24. The feature is only done via hard code edits, so you'd need to know programming and it would then require you to use a custom .exe anyway. Might as well use JAEnhanced and disable any features you don't want to use.
  25. Not sure if you forgot to include important parts of the mod but I don't see any weapons you mentioned, you included all of the game's playermodels. Only thing I see added was the cantina song which you didn't give credit to. I approved it but I hope you can take a look to make sure you uploaded the correct files and update it.
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