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Circa

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Everything posted by Circa

  1. Reminder: Summer Mod Contest deadline is September 12! 🏖️

  2. 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 intothe 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.
  3. It's probably something @Jeff could fix easily, if he still has the model.
  4. 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.
  5. What model is it? I remember seeing this happen before but I don't remember exactly what caused it.
  6. You’ll need to go to JoF’s forum to ask that https://jofacademy.eu
  7. What server are you referring to? JKHub doesn't have any servers at this time.
  8. I'm pretty sure you can just use the scale key on fx_funners.
  9. 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!
  10. 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.
  11. 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!
  12. 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. Version 1.1 released July 30, 2022 Download Jedi Academy: Enhanced CODE DESCRIPTION: NOTE: If you don't already have it and you're on Windows, you'll need the Visual C++ 2015 redistributable. Jedi Academy: Enhanced is a mod for Jedi Academy Single Player which adds features and improvements to the core experience of the base game like RGB sabers, saber customization, saber holstering, new force powers, some extra character customization options using “head swapping”, optionally allows you to use AJL's SFX Sabers, and more. Full list of features and changes below. This is for new or old players who want to play through the single player story of Jedi Academy with some enhancements and new features without completely overhauling the core vision of the game. This was intended to be an even bigger collection of mods that improve it, and with many more features, but progress is slow. We release when we feel there's big enough of a change or addition. If you are interested in helping with the project, check our forum. For more improvement mods like HD textures, fonts, models, etc. please see JKHub's big list of recommended mods. It's based on OpenJK (so the code is released under the GPL and available at [https://github.com/JKEnhanced/OpenJK/]) and a slightly modified version (for SP) of AJL's SFX Saber code. It also uses Open Jedi Project code for TrueView. MAC VERSION COMING SOON Main coding done by @redsaurus Features and Commands All OpenJK features and fixes. 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 sabercolors of NPCs by setting their sabercolor to a hex code in the .npc file. If you want to set one sabercolor 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. This is on by default, allows for more vibrant and high quality saber blades. 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. Ignition twirl animation disable • If that little twirl of the saber that you do in SP when activating it bothered you, you can now disable it to be more like MP with g_noIgniteTwirl 1. Disable idle animations • Use the command g_UseIdleAnims 0 to disable them. Very helpful when taking screenshots. Saber Holsters • Lightsabers are now holstered on the belt 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. Currently broken, default is right hip for now. 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 Colors • 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. MP Movement • Not identical to MP but close. Allows for bunny hopping and less "slide" effect when moving. g_bunnyhopping 1. Also in the menu. 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 color 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. The DC-15A clone rifle (made by Pahricida), DC-15S clone blaster (Made by AshuraDX and Som3) and E-5 droid blaster (made by KhorneSyrup) have also been added. Only given via cheats right now. give weapon_tusken_rifle give weapon_noghri_stick give weapon_e5 give weapon_dc15s give weapon_dc15a Saber throw is now a force power • This was to be compatible with the katarn saber style (listed below) - this was restored to alt attack to work with all styles like before. New force powers • Force Insanity, Destruction, Repulse and Stasis have been added. Force Repulse is gained automatically during the SP campaign. Bind the keys in the Controls menu. NPCs can use Destruction and Stasis. For faster force regeneration, g_forceRegenTime has been brought over from MP. First person lightsaber with 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 or through the menu. Change FOV with cg_trueFOV. Recommend set to 120 if using first person lightsaber. 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. AI workshop • Created by eezstreet to give more control over NPC AI. See full thread here. Switch pistols • Toggle between DL-44 and Bryar if added to inventory with pistol bind (+weapon_2) Saber ignition speed • cg_ignitionSpeed scales saber ignition speed Click-drag to rotate player model in customization screen • To help with seeing your character more easily instead of waiting on it to rotate around again. MP-style saber hilt list • Lists lightsabers in the menu without the need for adding menu listings r_mode -2 is now default • sets the game to the monitor's native resolution at launch. Change back to r_mode -1 to use windowed mode. Widescreen HUD fix • Fixes the HUD to support widescreen resolutions without stretching the HUD elements, default to on. r_ratioFix. Removed black bars in cutscenes • this helps with widescreen resolutions not cutting off half of the scene. Included HapSlash’s improved stormtrooper model • because the default one is atrocious. Included Toshi’s Luke model • because of same reason as above Included AshuraDX’s high quality DL-44 model • because it is beautiful Ingame character and saber menu • Change your character skin and lightsaber from the pause menu at any time! Ingame cheat menu • A simple menu in the pause menu to give access to some common cheat codes like god mode, noTarget, setforceall, and increased dismemberment! Ingame photo mode • Use sliders to get the right angle and take a screenshot. Thanks to therfiles for camSP! Screenshots save to the JAEnhanced folder (Windows: C:/Users/user/Documents/My Games/JAEnhanced) Optional features (separate PK3's): Improved jedi_hm • DT's very nice improved Human Male jedi is included with Jedi Robe options with RGB tinting features. Build Your Own Lightsaber • Now lightsabers can be customized like the player species. Example customizable hilts are included thanks to AshuraDX and Plasma.’ Improved effects • also known as "UltimateWeapons", this is a must-have to create a more authentic Star Wars atmosphere Unfinished features, only use if testing: Unstable and black saber blades • use with console command: sabercrystal 1 unstable or sabercrystal 1 black - the number is the saber number, so use 2 if you want to change your left hand blade. Katarn saber style • A gun / saber stance. No animations yet, but you play around with it (with cheats enabled) by doing "give weapon_bryar_pistol" and then "setsaberstyle katarn" in the console. Z-6 rotary cannon • Added slot for this weapon, but it has no model yet. give weapon_z6 Installing If you've installed an earlier version (from when this was just called SP Customization Mod or 1.0), it'd probably best to uninstall the old version. If you're using a Mac, you should put "Jedi Academy: Enhanced" alongside your regular Jedi Academy base folder - depending on your version the base folder might be hidden inside the original game's application bundle or in /Library/Application Support/Steam/steamapps/common/Jedi Academy/ If you're on Windows, install the Visual C++ 2015 redistributable, then put all files in your GameData folder. For Steam this is in C:/Program Files (x86)/Steam/steamapps/common/Jedi Academy. For GOG.com this is in C:/GOG Games/Jedi Academy. For Amazon this is in C:/Amazon Games/Library/Jedi Academy. If you’re using Linux, install SDL2 via Terminal [sudo apt-get install libsdl2-2.0], then install Jedi Academy via Steam Proton, right click the game, browse local files. Put the files in GameData. You can launch the mod with or ja_enhanced.x86.exe on Windows, JAEnhanced.app on Mac, and ja_enhanced.i386 or ja_enhanced.x86_64 on Linux. User files will be saved to /Users/user/Library/Application Support/JAEnhanced on macOS or to /Users/user/Documents/My Games/JAEnhanced on Windows. Known bugs: holsterPlace for .sab files currently does not work, which should allow the option for left hip, right hip, back, and none. Some sabers in the saber pack do not line up well when holstered The ingame saber menu won't let you switch from dual sabers to single saber. Workaround is to use /saber kyle (or any single saber) and then use the menu to choose one. g_forceRegenTime doesn't go less than the default value Player RGB tints can't be removed in the menu Player RGB tints can’t be used in the in-game player menu The option to bind photo mode to a button in the controls menu currently does nothing. Workaround is to use the console: /bind key uimenu camsp Ultimate Weapons effects can be invisible if using all weapons back to back. It’s unlikely to happen in normal play sessions but is a bug (also in basejka). Potential future features: More bundled improvement mods Health regeneration Default saber holstering to left hip to be canonically correct For modders: 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. Adding to the above bullet point, SFX sabers translated into blaster effects with RGB and everything Headswap, but for all parts, so you can use the pants of one model, the torso of another, and the head of another Aim-based blaster deflection for added difficulty License The code and menu files are GPL. The relevant GPL license is included in the "readmes” folder. For completeness the Open Jedi Project readme is included although permission has been granted to use the TrueView code under the GPL. Credits redsaurus for all coding and implementation. AJL for the SFX Sabers stuff (including SFX_Sabers.pk3). Circa for various icons, in-game menus, testing, release. Raz0r for the MP-style movement code. AshuraDX for the saber hilt, DL-44, and DC-15s models DT85 for the improved jedi_hm. HapSlash for the improved Stormtrooper model. JKG team for the unstable saber blade graphics and shaders. eezstreet for the Ghoul 2 weapon view model code. razorace (and the Open Jedi Project) for the use of the TrueView code under the GPL. OpenJK maintainers and contributors. Pahricida for the Clone Rifle (and omeewan for the textures). SoM3 for the clone blaster. KhorneSyrup for the droid blaster. Kahn Dahlaine for UltimateWeapons effects mod. Dark Forces mod team, Salvador Barale, Luke Ashdown, for E-11 blaster, thermal detonator, bryar pistol models. Toshi/DT85 for the ROTJ Luke model v2 therfiles for his amazing camSP tool for photo mode macsourceports.com team for the macOS Universal 2 build Daggo for general helpfulness Bundled mod options for potential future releases: 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
  13. Redsaurus doesn’t want to continue after the next release. Not sure why.
  14. @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?
  15. 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.
  16. Version 1.1

    1,405 downloads

    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.
  17. I thought about that as well. Might need to make a thread about it and get people’s input on what needs to be included. it’s kind of what JK:E was supposed to be plus much more.
    I LOL'ed at the TTS Rosh. I feel like this mod would be much better if most of them were split off into individual releases. The Beach Trooper specifically should totally be submitted to the Summer Mod Contest!
  18. 1,143 downloads

    This mod fixes the broken water wake shader in multiplayer, when the player or NPC is standing in water. Normally the shader works in vanilla SP but not in MP, but this will make it work in both. A GIF and video are included to show the difference. Before it was just a static image which looked quite bad. I actually made this back in 2016 but completely forgot to release it. The file has to be loaded first, even before the assets, so do not rename it. This is why it has a 0 in the name. In addition, the shader itself can't be renamed either. -===- Credits -===- @AshuraDX for the assistance on this back in 2016. -===- Installation -===- PC: Extract the pk3(s) to the gamedata/base folder of your Jedi Academy directory. Mac: Place in Applications/Jedi Academy/base folder
  19. If you get the release built, feel free to send it my way and I'll put it through it's paces with a full playthrough and common cheat gameplay and hopefully I'll catch anything major before you release it fully.
  20. Just a warning (that I should put in the tutorial above) is that JK2 NPCs have more attributes hardcoded than JKA ones do. They really opened them up more in JKA. With JK2 you can't even change the weapons or saber hilts, because they are tied to the NPC names, which is why you see mods with NPC support have NPC names like "jedi_bob" instead of just "bob" because "jedi" means it uses a lightsaber. Or at least that's what I understand. With Desann, you will probably have to change his class but even then, I'm sure a lot of his attributes are tied to his name. You might try making a new NPC named "reborn_desann" and change his class to CLASS_REBORN to have him behave more like a Reborn, which would be much easier than normal Desann.
  21. Interesting. They may have changed it after the first week because I did try joining multiple times to test my theory and did end up in 3 different servers back to back. It sounds like they have done a lot of tweaking to how it all works though, which is good to hear.
  22. I noticed this bit in the Rich Diesel tutorial: Remember that your func_train will spawn at the path_corner it is linked to, NOT wherever you actually place it: Maybe yours is at the first path_corner you placed and you didn't notice?
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