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Everything posted by Circa

  1. SUMMER MOD CONTEST 2021 WINNER A day late for this due to being busy yesterday, but here we go! The winner is @SephFFand @mjt with their map Costa del Sol!! Costa del Sol is such a treat of a map, and is something I was picturing when thinking of this contest. The fish underwater and vacation Kyle really put this entry into the winner's circle for me. It was cool watching him post the progress on the JKC discord as well. Amazing work guys!!
  2. After a day-long extension, we've got all our entries in for the Summer Mod Contest! We've got a solid collection of creations here, so choose wisely! As always, I recommend downloading them all to test out before you vote! All entries are listed below or in this tag list here. Voting will be open from now until September 19th with a winner announced on September 20th to close out the summer. Happy voting!
  3. Deadline for the contest is extended until the 14th by end of the day.
  4. It's coming to PC and PS5 at launch, with Xbox and maybe Switch later. https://aspyr.com/starwars/ They also had a brief interview about it at the end of the showcase, this clip should start the right spot but if not it's at 1:09:03 TL;DW They are making this from the ground up, while also respecting and taking inspiration from the original. They assembled a brand new team of AAA industry veterans just for this game, including those from the original KOTOR team from 2003 BioWare.
  5. Which was kind of my initial point with the Death Star scene. I'm curious what the criteria for what you include and don't include are.
  6. That’s understandable but I honestly don’t think it would be an issue. You’d probably be just as liable for including the audio, character names, weapons, etc. as you would be video. As long as your intention is not to redistribute the movie as a whole and to profit on it then you’d basically be clear to use them under fair use. But if cutscene recreations are the vision you have for the mod then that’s great. Maybe I just misunderstood what the mod’s goal was. Playing the movie through from top to bottom would still be cool in it’s own way. You mentioned reworking the Ambush on Tatooine mission, I’m curious if you have anything planned to diverge from what we see on screen? There was mention of taking parts from the TPM game for the Theed palace mission, I’m wondering if something could also be done with that one, as I believe there was a lot more of an elaborate chase in that mission with parts taking place in the town, IIRC. Been awhile since I played it. Could make it a lot more interesting that way, but just a thought. Looking forward to seeing more!
  7. Love seeing progress reports for this! I’m super excited for Operation Knightfall especially. Just a little piece of advice for y’all. Always look at these missions from a player’s point of view when constructing them. Seeing the dialogue scenes in Jedi Academy cutscene form is cool but I don’t think will ever truly be worth the effort and time unless they are all animated specifically for the scene. I feel like watching the heavy dialogue scenes like the Death Star Ambush in cutscene form will wear off its charm in practice. I feel like it’s probably more work than is truly worth it overall when your overall goal is to be creating missions inspired by the movies rather than recreating the entire film itself. I always thought the ROTS game did a cool method of this by just playing clips from the film itself to fill in gaps you may need in between missions, or otherwise assume you saw the movie and just have some additional parts scripted in cutscenes that are new. Not saying all that to diminish the work everyone has done, just my thoughts on it. It’s all great work.
  8. Reminder: Summer Mod Contest deadline is September 12! 🏖️

  9. Create a new text file in Notepad with this: JA: q3map2 -game ja -convert -format map testmap.bsp JK2: q3map2 -game jk2 -convert -format map testmap.bsp it's as easy as that. chuck this into a text file, edit the .bsp name to suit your needs and save it as decompile.bat then put your new .bat file nito the q3map2 directory and drop your bsp into the same folder and voila, you decompiled a map. Light entities and texture alignment can be lost in the process though. Same goes for misc_model entities I think.
  10. It's probably something @Jeff could fix easily, if he still has the model.
  11. The only one I know of is Tyrael's: I just ask because having the mod itself would help in troubleshooting to help find what's wrong.
  12. What model is it? I remember seeing this happen before but I don't remember exactly what caused it.
  13. You’ll need to go to JoF’s forum to ask that https://jofacademy.eu
  14. What server are you referring to? JKHub doesn't have any servers at this time.
  15. I'm pretty sure you can just use the scale key on fx_funners.
  16. Merging them into one for the model to use would require remapping the UV maps, which would be a lot of work. What I have always done is just copy and paste one into a new layer on the other and work on them both in one project side by side there, and then flatten it down, copy and paste it back to the original and save both.
    Wish more people were generous like you. Not only is this top tier work, allowing anyone to use it for their own projects is even higher. Nice job!
  17. I agree, that was the biggest feature we were all excited about. I do think @MagSul created a starting point for all of that, which looked and worked great, but I'm not sure how far along he is or if he plans to get it finished for this mod or if he'd rather keep it for his own.
  18. We have revised this project a couple times now, but this is hopefully the last time. As many of you noticed, this project was very large, hoping for a big push from the community to contribute towards it. That vision mostly failed, with redsaurus being the only one to do the core work on the code changes. He has done some amazing work on his own over the years and we are looking towards a revamp of the vision with his code changes as the base of it all. Before, we planned for more missions, new mission picker layout, tons more customizations, etc. It was a lot. It was also going to cover both JK2 and JKA. After eezstreet left the project, the JK2 side also went with him. So we officially are focusing completely on Jedi Academy going forward first. If things go well and we get to a release we feel is good, we may move on to doing the same with JK2. What's different? Well, a more reachable goal. This mod's goal is to have the best possible experience for Jedi Academy singleplayer by fixing bugs, improving visuals, and adding features by collecting mods that have already been created and fitting them all in one package so it all works and all only has to be downloaded once. Our entire description and to-do list can be read here We still need help with some remaining things, but also want any suggestions for mods that already exist that you think should be included. Let us know below!
  19. Overview JA: Enhanced is a project to enhance the overall performance and experience of Jedi Academy single player, both visually and functionally. This includes many areas such as gameplay, new features, better effects and models, and more. Essentially this is what everyone needs to have the best JKA SP experience without needing to hunt for and download all of these mods individually, without having too much bloat that you may not want. This used to be a much bigger project recently scaled down to be a bit more attainable. Lots of code work has already been done for this mod specifically, while the collection of the rest of the mods have been made by creators in the community. THIS POST IS A WORK IN PROGRESS AS LONG AS THE MOD IS IN PROGRESS. Go here to suggest a mod you think should be added. Features already done OpenJK Based. On top of the benefits this mod will be providing, it will run on OpenJK, along with all the bug fixes it brings. New core code features: RGB Sabers: These can be set in the menus or by setting the sabercolor to a hex code in the console - for example "/sabercolor 1 xff0000" will set the first lightsaber blade to be red. It is possible to set the sabercolours of NPCs by setting their sabercolor to a hex code in the .npc file. If you want to set one sabercolour for base and one for this mod, you can set the sabercolor of the NPC or lightsaber to the base value, and sabercolorRGB to the RGB value for this mod. Higher blade numbers are set with saberColorRGB2, saber2ColorRGB3 etc. SFX Sabers: SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1. Ignition Flare: A lightsaber ignition flare can be enabled in the console by setting cg_ignitionFlare to 1. A custom ignition flare can be specified for a lightsaber with "ignitionFlare <shader>" in the .sab file. Custom Sabers: Now lightsabers can be customised like the player species. An example customisable hilt is included thanks to AshuraDX. Saber Holsters: Lightsabers are now holstered when not in use. A tag_holsterorigin can be added to a hilt for better placement. Adding "holsterPlace <none/hips/back/lhip>" in the .sab file specifies where a hilt will be holstered. Headswapping: Several new heads are available for the human male and human female species. You can add your own heads - see the .headswap files in the sp_custom.pk3 for examples. NPCs can have heads set using the playerHeadModel and customHeadSkin commands in their .npc file. RGB Character Colours: Adds an RGB slider option to all player species. Better Entity Spawning: The /spawn command now supports entity keys, e.g. "spawn fx_runner fxFile the/file". .eent files: Maps now load entities from mapentities/mapname.eent in addition to loading them from the .bsp file. Saber ignite twirl toggle: option to disable saber ignite animation, to be more like MP Extra Player Tints (Unused): Playermodels are able to have multiple tints. If you enter “newPlayerTint 0 <R> <G> <B>”, any shader stages for the player with “rgbGen lightingDiffuseEntity 0” will be tinted to this colour rather than the usual. Ghoul2 view models: First person view weapon models are now allowed to use .glm models using eezstreet's code. Detachable E-Web: The player can detach an E-Web from its mount by pressing the Use Force button whilst using it. While the E-Web is equipped, the player moves more slowly. More usable weapons: The tusken rifle and noghri stick are fully usable by the player. A DC15-A clone rifle, DC15-S clone blaster and E-5 droid blaster have also been added. Katarn Saberstyle: a gun / saber stance. Not completely ready yet, but you play around with it (with cheats enabled) by doing "give weapon_bryar_pistol" and then "setsaberstyle katarn" in the console. Saber throw: Saber throw is now a force power. New force powers: Force Insanity, Destruction, Repulse and Stasis have been added. Force Repulse is gained automatically during the SP campaign. NPCs can use Destruction and Stasis. For faster force regeneration, g_forceRegenTime has been brought over from MP. TrueView: As seen in Open Jedi Project and all the other mods that used it, TrueView shows the player model in first person view. You can turn it on for guns with cg_trueguns and turn it on for sabers with cg_fpls. Radar: The radar system from Siege in MP now works in SP. Giving NPCs and misc_radar_icon entities the icon key will set a custom icon. A 2D minimap is also loaded from minimaps/mapname.mmap. Added eezstreet's AI workshop Toggle between pistols with pistol bind cg_ignitionSpeed scales saber ignition speed Click-drag to rotate player model in customisation screen MP-style saber hilt list More customization. Improved jedi_hm DT's very nice improved Human Male jedi is included as a starting point, not final. In-game saber menus More saber hilt options camSP Fix mods. Water Wake Shader fix Animation fix (walk backwards fix, etc) Tatooine Sky fix Dynamic light for weapons Quality improvements. Circa's Menu Mod (modified) UltimateWeapons (modified) Texture Overhaul HQ Levelshots HQ icons Voice icon Chat icon HUD icons Sniper scope Radar Crosshairs HQ fonts Luke replacement Stormtrooper replacement HQ E-11 HQ NPC dark side Sabers WeaponsHD - tusken rifle, tusken gaffi, noghri stick Single sabers HD Dual sabers HD HQ Bryar pistol HQ DL-44 HQ AT-ST To-do list More species options Saber/gun style animations HD remakes of all weapons Disruptor rifle DEMP2 Repeater Concussion rifle Rocket launcher Detpack Thermal Detonator Trip mine Cheat menu Common cheats SP Character Chooser (modified) npcSP Feature Requests If you have any requests for features you’d like to see, please post them in the thread below. We will not include every request, but we encourage you to ask anyway. Suggest new mods here
  20. Redsaurus doesn’t want to continue after the next release. Not sure why.
  21. @redsaurus sent me a new build to test. I started a new playthrough with a clean base to see what I could find, and unfortunately there is probably more than you anticipated. All of this is me trying to look at this mod from the viewpoint of a new player, which I think is important for any mod, but also keeping all the more exclusive features available for veteran players as well. Bugs Player menu options what are the hooded ones for? they didn’t work for me; assuming I didn’t have the model for them maybe add an optional menu for the additional heads instead; seems more like cheats than part of the core game we could just add a cheat menu similar to the new console versions and include that portion there? Can’t click out of RGB saber menu without clicking the icon again (which isn’t huge, but did take me a bit to realize) Default saber core size and glow are huge, I think setting both at 0.75 looks more accurate to movies and original MP movement doesn’t appear to work at all, I think it should be on by default First person saber stuck when saber is off in first person (it fixed after the first couple times, can’t reproduce consistently) First person saber default FOV should be higher like 90 or 100, it’s hard to use so limited Grass sprite pop-in distance is very close (also an issue in vanilla, nvm) Stuck after every cutscene, clicking mouse fixes it Cutscenes in widescreen are cut off, maybe removing black bars would be the simple fix? Rosh has his saber in some cutscenes when he normally wouldn’t (academy1) One more light side power in menu? Is it supposed to be Repulse? Flipped holsters is opposite of what they should be in the menu, to my logic. I’m not sure the use case of it would be though. I think you made that when our solution was supposed to be adding a new tag to all saber models, but I think that might need to be hidden from the menu to avoid confusing people since that isn’t what we ended up doing headplayermodel doesnt work after reload, I actually couldn’t get it to work at all after the first time I tried it, it would just put the head on top of the existing one, creating nightmare fuel weapon 0 doesn't work Wishlist This is a list of things I would like to see happen but aren’t necessarily bugs. Default settings might need to be looked at (less time for people to mess with too many settings, the better) defaulting to widescreen might be a good option, maybe just r_mode -2 or whichever one sets it automatically in full screen FOV 90 for first person MP movement on saber core and glow .75 Default controls for force powers would probably be good to have Widescreen options in the menu, some common ones like 720p, 1080p, 2160p, and even 16:10 like 1280x800 which is what I normally play at in windowed. Cvar to disable idle animations for the player. Just another pet peeve of mine, but could be useful for others. Especially for taking screenshots. I had someone do this for my MP mod. Can holstered sabers be on the left side by default? Jedi traditionally wear their sabers on the opposite of their dominant hand, maybe make it default to left but have an option in the .sab file to swap it if desired for modders? Can holstered sabers be forced to always touching the nearest model mesh or something similar? I assume they are fixed to the bone or tag, but most of the playermodels will have a large gap between the saber and the player. I'm wondering if there's a way to always have it touching the player so it looks like it's attached, despite how slim or chunky the player or the saber model is. How much work would it be to add new weapons like sabers, fitting them to existing classes - like add a new model but it functions just like a blaster pistol with a unique sound and effect color, like sabers do. Instead of .sab files we could have .weap or files or something similar. As opposed to how it is now where you have to code in new weapons directly. (sounds like a lot of work, but I'm curious what you think) Adding to the above bullet point, could SFX sabers be translated into blaster effects with RGB and everything? Could we have headswap, but for all parts, so you can use the pants of one model, the torso of another, and the head of another?
  22. Was hoping you'd submit it here soon! I do recommend providing a doc with all credits to be publicly visible outside of just playing the game though, at least in the zip or pk3, not just the end credits. It's a hugely important part of big projects like this.
  23. Version 1.1


    This is a combination of the original model ported from KOTOR, mixed with parts from the default human female model in Jedi Academy. I also gave the textures a pretty hefty touch-up. They are much better quality now. Use Plasma's lightsaber hilt collection mod for Bastila's saber to work properly with her NPC or use 'saber saber_bastila' in SP or 'saber1 saber_bastila' in MP NPC support: /npc spawn bastila /playermodel bastila Bot Support with custom quotes Team Support SP Menu support Custom sounds straight from KOTOR All credit to Bioware for original model, textures, and sounds and creating many of my favorite characters in Star Wars, including Bastila.
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