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Circa

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Posts posted by Circa

  1. Well if you decide to do that, than just take the whole package. Take Wector's humanoid_SBD and his SBD model. They will already be linked together. I think. Be sure to credit Wector, though!

    Okay sweet. Got it to work. Thanks. One other question in which I'm not sure is possible but I think I did it be accident once. Can an NPC have a gun but no model? Usually this happens on accident due to a wrong tag or something. I ask because obviously the SBD is firing from his arm and not a blaster. I tried a couple things but it didn't work. Any suggestions?

     

     

    That goes along with the scale properties. You gotta just tweak around with settings until you find a good bounding box size, which the parameter controls. If you want, go ahead and post the file and I'll play with it.

    Well I just used the properties that were in the npc file that came with the model. Here it is:

     

     

     

    atst

    {

    playerModel hailfire_droid

    weapon WP_ATST_MAIN

    headYawRangeLeft 80

    headYawRangeRight 80

    headPitchRangeUp 30

    headPitchRangeDown 30

    torsoYawRangeLeft 0

    torsoYawRangeRight 0

    torsoPitchRangeUp 0

    torsoPitchRangeDown 0

    health 500

    reactions 5

    aim 5

    move 5

    aggression 5

    evasion 1

    intelligence 5

    playerTeam TEAM_ENEMY

    enemyTeam TEAM_PLAYER

    height 200

    width 224

    // race bot

    class CLASS_ATST

    yawSpeed 60

    runSpeed 150

    walkSpeed 150

    hFOV 220

    vfov 95

    snd hailfire_droid

    }

     

     

     

    Yes. However, it has no hud display, so you won't be wrecking any guns that the player can use. However, you may want to find another one, because I think the remote npc uses it. Just an example. You will need to change the func of the gun you choose to something else...like another gun that isn't used so you can modify it. Sorry if that sounds confusing... I'll elaborate later... :P

    It would be awesome if I could at least get a gun that is basically the repeater but red bullets instead of blue, and with no model, like what I said before. I could use both of those for the SBD and the droideka.

     

    No. You can make the demp look and fire a projectile that looks like a new gun, but it will still just stun the npc and make them have the energy thing on them.

    I see. So any further would require the source code?
  2. Yeah. I know MB2 made some SBD anims...and so did Movie Duels 2, but I wouldn't suggest using them. Besides, you'd really only need 4 anims = SBD Arm out, SBD Arm out walking, SBD Arm out dead, SBD Arm out dieing.

    Yeah. I searched throughout the MBII assets and couldn't find it anywhere. I'm about to look at MDII. If it looks good, I probably will just use it. It will take less time and hassle. How do I make the model use the .gla?

     

    Try playing around with the size of the npc for the Hailfire. Try making it smarter, faster, more viligant, and maybe even start playing around with some of the weapon_ATST's properties in the weapons.dat.

    I'll try that. One problem with the model is it's actually bigger than it looks. I'm not sure what it is, but when you get close to it, you run into it without actually touching it. It's weird and make it get stuck in places it get's automatically spawned in like the Hoth level when you get to Echo Base.

    I would suggest using a new gun for the droideka, something unused, like weapon_bot, or _bryar...

    Isn't the weapon_bot basically the bryar anyway?

    And no, you cannot make a copy of a gun. What you could do is modify the bryar pistol, but unfortunatly it doesn't really work with JKA (bugged hud display)

    So I can't copy the effect files and things to overwrite another gun?
  3. Are you editing the file in the right folder? Maybe you aren't opening the right one in ModView. 

     

    As far as the menu goes, you need 3 .skin files named head_a1, torso_a1, and lower_a1. All with corresponding icon files named icon_torso_a1, icon_head_a1, icon_lower_a1.

     

    EDIT: Oops. I read your post wrong. To get the skin in the menu with an icon, you just have to have a skin file called "model_default.skin" and an icon called "icon_default.jpg"

  4. therfiles, on 12 Mar 2013 - 18:24, said:

    This sounds really cool! While it has been attempted before, I believe you can finish it and have an awesome product! Here are some suggestions:

     

     

     

     

     

     

    This should be quite possible. Do you have any experience using Dragon? The file description has a nice little tutorial. You would then need to make an new custom _humanoid file for the SBD model, something I have tried and failed to do. You can take a stab at it though. I know Dragon may not be the best animator, but it is much easier to use for newcomers to animation. I may need to elaborate on this more...

     

     

     

     

    Would you mind posing the .NPC file you are using? That way I can see what you should change.

     

     

     

    I think the droideka model already has custom animations packaged with it (please correct me if I am wrong). You would then need to just make an npc with a weapon that somehow shoots two projectiles, which may be tricky. I know a little about .efx modding, so I can elaborate if you wish.

     

    Another suggestion I have for you is this: change the stormtrooper's CLASS from STORMTROOPER to PROTOCOL (or what ever protocol uses). This is a technique that KOTF uses (please allow me to live) that make the npc explode on death. However, this may be counter productive with other aspects of npcs. Please check it out, though.

    Thanks for the feedback guys.

     

    As far as the animations for the SBD go, I could have sworn I've seen one with it's own .gla and everything somewhere. I don't think I'd have to make a whole new skeleton really. The model itself looks decent on the humanoid skeleton.

     

    I do have experience with Dragon and it is a huge pain. I have a few stance mods under my belt, they should be on here. I haven't used Dragon in years though.

     

    For the Hailfire NPC file, it's basically the atst.npc file but I changed the playermodel, and, initially the weapon because the weapon listed for the vehicle NPC file that came with the Hailfire had the weapon as WP_ROCKET_LAUNCHER. I just changed it back to the ATST guns and it now shoots, but it looks kinda bad.

     

    I will look into the droideka model. Would it have to have just an existing gun like the blaster rifle or a new gun specifically for it? Which brings me to another point.

     

    Is it possible to replace the DEMP2 gun with a duplicate of the blaster rifle? I want to put the DC-15S in but don't know if it was possible to do that. Wanted to get advice before I tried.

     

    The protocol class suggestion is a really cool idea. But the thing is, in the movies, none of the droids ever exploded when they were destroyed, be it by lightsaber or blaster. That's one of the things I didn't like about Battlefront II actually. I might play around with it and see what it's like.

     

     

     

     

    @@minilogoguy18:

     

    I am on Mac but I have Windows 7 in VirtualBox. It meets my requirements for the most part. I haven't really needed it yet. Wineskin helps with that too.

  5. In addition to my Prequel Music Replacement, I have been working on a Prequel Conversion mod for Single Player. It's inspired by my old mod "Battledroid SP" that I released ages ago. This mod takes it a few steps forward, replacing various aspects of Jedi Academy to make it appear as if it were taking place during the prequel movies. The goal is to not convert the game to a completely different story, but leaving the game still in tact with the same characters, plot, etc.

    Here are some things I have changed so far:

    • All Imperial NPCs are now Battledroids (With their corresponding rank colors)
    • Rebel NPCs are now Clones from ROTS
    • AT-ST NPC is now a Hailfire Droid (Very buggy - Might need help with it)
    • E-11 Blaster Rifle is now an E-5 Blaster Rifle with correct sounds
    • Imperial Repeater is now a DC-15A Blaster Rifle with correct sounds and effects (blue bullets)
    • All Battledroid NPCs have only the E-5, no other gun, like in the movies. I don't recall seeing any droids with anything else.
    • All clone NPCs just have repeaters, nothing else
    • All menu items changed accordingly to real gun names (DC-15A and E-5)

    What I still plan on doing and might need help with (Crossed out ones are now finished):

    • Implement Super Battle Droids somehow with correct animations and arm gun. Not sure if this is possible. The animations being the arm gun. I'd be content with just the animation and not able to have the gun fire from the correct spot.
    • Get the Hailfire Droid working properly. It spawns and moves but it doesn't shoot anything. It's also very clumsy looking and drives over other NPCs. (Not really possible, I've done all I can really)
    • Maybe get Droidekas to work. I did this once, replacing the AT-ST with them but I lost my original mod and figured I could replace a different NPC that made more sense this time.
    • Change ingame Imperial voices to droid voices. I won't need help with this.
    • Change the few ingame Rebel voices to Clone voices. Again, easy.
    • Possibly change ingame text to match CIS/Trade Federation/Seperatist labeling. (In menus and such)
    • Maybe include the Prequel Music Replacement once I get it finished, as a separate optional pk3
    • Change ingame ships to prequel ships. (Z-95 to Jedi Starfighter, TIE to Droid Starfighter, etc.)
    • Nute Gunray replaces Racto, Wat Tambor replaces Rax. (Complete with new voices)

    I'm still debating whether or not to change every mention of Imperial, Empire, Stormtrooper, etc to what they should be. That would take forever to do though. 
     
    There are going to be problems no matter what, like the fact that it will still be Luke and Kyle in the story, which would be confusing. Not sure if it's worth going all out and changing literally everything from models to text in the menus. And the voices. That would require a lot of work.
     
    Any opinions? Again this is for Single Player, the part hardly anyone has played since getting the game. Don't reply with "SP sucks, you're wasting your time" garbage. I'm hoping to maybe get some people to play SP at least one more time with this mod, to give it a different feel.
     

    Released!
     

     

    Check the description for the full rundown.

  6. Wouldn't it be possible to use console commands/text chat with an iPad or bluetooth keyboard? You would probably only need the keyboard for MP anyway. SP shouldn't need one unless you use a lot of console commands in it. 

     

    EDIT: couldn't you just use the touchscreen keyboard for that? If it could be implemented that is.

    Yes, you could use a bluetooth keyboard for those. I guess if you only use it for console commands and chat, that it. One of the nicest things about PC gaming is the keyboard and how many keys can be bound. But that's not the point of this I suppose.
  7. The controls actually worked relatively well for me on the iPad (for an iPad FPS game). They worked about as well as NOVA (Gameloft's Halo clone). That game was trash but the controls actually weren't bad once you got used to them. 

     

    You could always implement Wiimote support and play the game with a Wiimote. I've used Wiimotes with the iPad before with emulators and it works really well.

    True. NOVA was pretty simple with controls. COD Zombies was pretty similar too. The only thing is, going from a full keyboard to only a few controls would be a huge jump.
  8. I can't say when it would be done, but Qui-Gon is a project i've always wanted to make and may just take it on. Need to consider my workload with other mods first. ;)

    That would be awesome man.

     

    I've been collecting all of the best models of main characters from the movies and realized that there are quite a few that can still be done. I got a few that I had never seen before from MBII pk3's. Qui-Gon, Padme (Episode 1), Leia (sorta - the current ones are pretty good but could be better, like Qui-Gon), and Luke (Episode 4 & 5 - I'm currently working on reskins of Toshi's ROTJ Luke for this but models would be more ideal).

     

    These models that already exist are good, but when comparing them to some of the newer or insanely accurate ones (i.e. Toshi's and Hapslash's models), they aren't very appealing.

     

    I know modeling is very challenging though.

     

    If you are going to take on doing this, I figured 4 versions would be ideal.

     

     

     

    d_2399.jpg

     

    Qui-Gon_Force.jpg

     

    ig-qui2.jpg

     

    ScreenShot2013-03-12at14359PM_zpscc5f320

     

     

  9. Wine isn't a porting program, its a Windows emulator. As such, it doesn't work properly for all apps. Sorta like how the Xbox 360 can't run all Xbox games (it uses an emulator). At any rate, @@Xycaleth did write a nice GLM viewer for windows that could be ported. Mac ports of JAMod/ProxyDLL/whatever is something I've been wanting to do. IDA can load Mac modules and bins, so the reverse engineering aspect should just involve porting some crap.

    I know, but a lot of people call it porting. I don't know all of the programs that work with it. This is why a tutorial would help I suppose.
  10. Okay, I found one there, but it was from a couple days ago. It should still be the same problem though.

     

     

    Process: Jedi Academy [10079]

    Path: /Applications/Games/Jedi Academy.app/Contents/Jedi Academy.app/Contents/MacOS/Jedi Academy

    Identifier: com.aspyr.jediacademy.sp.appstore

    Version: 1.01 (109339)

    Code Type: X86 (Native)

    Parent Process: launchd [568]

    User ID: 501

     

    Date/Time: 2013-03-06 21:44:27.690 -0600

    OS Version: Mac OS X 10.8.2 (12C60)

    Report Version: 10

    Sleep/Wake UUID: B6DD8988-EE7F-4126-A2BB-2019084EE685

     

    Crashed Thread: 0 Dispatch queue: com.apple.main-thread

     

    Exception Type: EXC_BAD_INSTRUCTION (SIGILL)

    Exception Codes: 0x0000000000000001, 0x0000000000000000

     

    Application Specific Information:

    dyld: launch, running initializers

    /usr/lib/libSystem.B.dylib

    XPC domain creation failed: Process is not in an inherited sandbox.

     

    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread

    0 libxpc.dylib 0x9422a2e0 _xpc_runtime_init_once + 1457

    1 libdispatch.dylib 0x922d7bf1 dispatch_once_f + 57

    2 libxpc.dylib 0x94220641 _xpc_runtime_set_domain + 218

    3 libxpc.dylib 0x9421fa39 _libxpc_initializer + 529

    4 libSystem.B.dylib 0x9486ac30 libSystem_initializer + 152

    5 dyld 0x8fe9ecda ImageLoaderMachO::doModInitFunctions(ImageLoader::LinkContext const&) + 230

    6 dyld 0x8fe9efde ImageLoaderMachO::doInitialization(ImageLoader::LinkContext const&) + 64

    7 dyld 0x8fe9b268 ImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&) + 356

    8 dyld 0x8fe9b1cc ImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&) + 200

    9 dyld 0x8fe9b1cc ImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&) + 200

    10 dyld 0x8fe9b1cc ImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&) + 200

    11 dyld 0x8fe9b1cc ImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&) + 200

    12 dyld 0x8fe9b0ba ImageLoader::runInitializers(ImageLoader::LinkContext const&, ImageLoader::InitializerTimingList&) + 62

    13 dyld 0x8fe8ce05 dyld::initializeMainExecutable() + 211

    14 dyld 0x8fe90adb dyld::_main(macho_header const*, unsigned long, int, char const**, char const**, char const**, unsigned long*) + 3050

    15 dyld 0x8fe8c376 dyldbootstrap::start(macho_header const*, int, char const**, long, macho_header const*, unsigned long*) + 704

    16 dyld 0x8fe8c077 _dyld_start + 71

     

    Thread 0 crashed with X86 Thread State (32-bit):

    eax: 0xac56e240 ebx: 0x94229d40 ecx: 0x0106d570 edx: 0xbfffdce8

    edi: 0x94229d40 esi: 0x0106d350 ebp: 0xbfffe998 esp: 0xbfffdb00

    ss: 0x00000023 efl: 0x00010282 eip: 0x9422a2e0 cs: 0x0000001b

    ds: 0x00000023 es: 0x00000023 fs: 0x00000000 gs: 0x0000000f

    cr2: 0xdbb00000

    Logical CPU: 7

     

    Binary Images:

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    0x94192000 - 0x941d7ff7 com.apple.NavigationServices (3.7 - 200) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/NavigationServices.framework/Versions/A/NavigationServices

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    0x9423e000 - 0x942d8fff com.apple.CoreSymbolication (3.0 - 87) /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication

    0x942d9000 - 0x94318ff7 com.apple.bom (12.0 - 192) /System/Library/PrivateFrameworks/Bom.framework/Versions/A/Bom

    0x94319000 - 0x94325ff7 com.apple.NetAuth (4.0 - 4.0) /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth

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    0x9456b000 - 0x9461aff7 com.apple.CoreText (260.0 - 275.16) /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText

    0x9461b000 - 0x94803ff3 com.apple.CoreFoundation (6.8 - 744.12) /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation

    0x94804000 - 0x94804fff com.apple.Accelerate.vecLib (3.8 - vecLib 3.8) /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib

    0x94845000 - 0x9485afff com.apple.speech.synthesis.framework (4.1.12 - 4.1.12) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis

    0x9485b000 - 0x94861fff com.apple.print.framework.Print (8.0 - 258) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print

    0x94862000 - 0x94869ffb libunwind.dylib (35.1) /usr/lib/system/libunwind.dylib

    0x9486a000 - 0x9486afff libSystem.B.dylib (169.3) /usr/lib/libSystem.B.dylib

    0x94c92000 - 0x94ddfffb com.apple.CFNetwork (596.2.3 - 596.2.3) /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork

    0x94f89000 - 0x94f8ffff libGFXShared.dylib (8.6.1) /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib

    0x94f90000 - 0x94fd1ff7 libcups.2.dylib (327) /usr/lib/libcups.2.dylib

    0x94fd2000 - 0x94fe0ff7 libz.1.dylib (43) /usr/lib/libz.1.dylib

    0x94fe1000 - 0x94fe8ff3 com.apple.NetFS (5.0 - 4.0) /System/Library/Frameworks/NetFS.framework/Versions/A/NetFS

    0x94fe9000 - 0x94fe9ffd com.apple.audio.units.AudioUnit (1.8 - 1.8) /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit

    0x94fea000 - 0x95081ff7 com.apple.ink.framework (10.8.2 - 150) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink

    0x95082000 - 0x9508ffff libGL.dylib (8.6.1) /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib

    0x95090000 - 0x95099ffd com.apple.audio.SoundManager (4.0 - 4.0) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.framework/Versions/A/CarbonSound

    0x9509a000 - 0x9509eff7 libmacho.dylib (829) /usr/lib/system/libmacho.dylib

    0x950d5000 - 0x950e2ff7 com.apple.AppleFSCompression (49 - 1.0) /System/Library/PrivateFrameworks/AppleFSCompression.framework/Versions/A/AppleFSCompression

    0x950e3000 - 0x95100fff libCRFSuite.dylib (33) /usr/lib/libCRFSuite.dylib

    0x95101000 - 0x9515cfff com.apple.htmlrendering (77 - 1.1.4) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HTMLRendering.framework/Versions/A/HTMLRendering

    0x9515f000 - 0x9526c057 libobjc.A.dylib (532.2) /usr/lib/libobjc.A.dylib

    0x95279000 - 0x95377ff7 libFontParser.dylib (84.5) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib

    0x95378000 - 0x953fdff7 com.apple.SearchKit (1.4.0 - 1.4.0) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit

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    0x9548d000 - 0x95616ff7 com.apple.vImage (6.0 - 6.0) /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage

    0x956a0000 - 0x956c5ffb com.apple.framework.familycontrols (4.1 - 410) /System/Library/PrivateFrameworks/FamilyControls.framework/Versions/A/FamilyControls

    0x956c6000 - 0x956c9fff com.apple.help (1.3.2 - 42) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help

    0x956d5000 - 0x95717ffb com.apple.RemoteViewServices (2.0 - 80.5) /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/RemoteViewServices

    0x9574f000 - 0x9590bffd libicucore.A.dylib (491.11.1) /usr/lib/libicucore.A.dylib

    0x9590c000 - 0x959e0fff com.apple.backup.framework (1.4.1 - 1.4.1) /System/Library/PrivateFrameworks/Backup.framework/Versions/A/Backup

    0x959e1000 - 0x95a49ff7 com.apple.framework.IOKit (2.0 - 755.18.10) /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit

    0x95a9d000 - 0x95b19ff3 com.apple.Metadata (10.7.0 - 707.3) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata

    0x95b52000 - 0x95b70ff3 com.apple.openscripting (1.3.6 - 148.2) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting

    0x95b71000 - 0x95bcbfff com.apple.Symbolication (1.3 - 93) /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication

    0x95bcc000 - 0x95c2efff libc++.1.dylib (65.1) /usr/lib/libc++.1.dylib

    0x95c2f000 - 0x95c41fff libbsm.0.dylib (32) /usr/lib/libbsm.0.dylib

    0x95c42000 - 0x96084fff com.apple.CoreGraphics (1.600.0 - 324.6) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics

    0x96085000 - 0x96c41ffb com.apple.AppKit (6.8 - 1187.34) /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit

    0x9734a000 - 0x97396fff libcorecrypto.dylib (106.2) /usr/lib/system/libcorecrypto.dylib

    0x97397000 - 0x9739efff libsystem_dnssd.dylib (379.32.1) /usr/lib/system/libsystem_dnssd.dylib

    0x973e2000 - 0x97431ff6 libTIFF.dylib (845) /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib

    0x97432000 - 0x9743dfff libcommonCrypto.dylib (60026) /usr/lib/system/libcommonCrypto.dylib

    0x9743e000 - 0x974b3ff7 com.apple.ApplicationServices.ATS (332 - 341.1) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS

    0x976ee000 - 0x97866ff5 com.apple.QuartzCore (1.8 - 304.0) /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore

    0x97867000 - 0x97911fff com.apple.LaunchServices (539.7 - 539.7) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices

    0x97912000 - 0x97912fff com.apple.vecLib (3.8 - vecLib 3.8) /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib

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    0x97952000 - 0x979a0ffb libFontRegistry.dylib (100) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib

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    0x98ec5000 - 0x98f0aff5 com.apple.opencl (2.1.20 - 2.1.20) /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL

    0x98f0b000 - 0x98fabff7 com.apple.QD (3.42 - 285) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD

    0x98fac000 - 0x98faeffb libRadiance.dylib (845) /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib

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    0x9925c000 - 0x9925dfff liblangid.dylib (116) /usr/lib/liblangid.dylib

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    0x9a13e000 - 0x9a1f2fff com.apple.coreui (2.0 - 181.1) /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI

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    0x9a237000 - 0x9a239fff com.apple.securityhi (4.0 - 55002) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI

    0x9a23a000 - 0x9a270ffb com.apple.DebugSymbols (98 - 98) /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols

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    0x9a53f000 - 0x9a563fff libJPEG.dylib (845) /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib

    0x9a564000 - 0x9a564ffd libOpenScriptingUtil.dylib (148.2) /usr/lib/libOpenScriptingUtil.dylib

    0x9a565000 - 0x9a596fff com.apple.DictionaryServices (1.2 - 184.4) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices

    0x9a597000 - 0x9a597fff com.apple.CoreServices (57 - 57) /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices

    0x9a636000 - 0x9a656ffd com.apple.ChunkingLibrary (2.0 - 133.2) /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary

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    0x9a659000 - 0x9a69dfff libGLU.dylib (8.6.1) /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib

     

    External Modification Summary:

    Calls made by other processes targeting this process:

    task_for_pid: 1

    thread_create: 0

    thread_set_state: 0

    Calls made by this process:

    task_for_pid: 0

    thread_create: 0

    thread_set_state: 0

    Calls made by all processes on this machine:

    task_for_pid: 5648

    thread_create: 0

    thread_set_state: 0

     

    VM Region Summary:

    ReadOnly portion of Libraries: Total=119.1M resident=51.6M(43%) swapped_out_or_unallocated=67.5M(57%)

    Writable regions: Total=30.8M written=108K(0%) resident=180K(1%) swapped_out=0K(0%) unallocated=30.6M(99%)

     

    REGION TYPE VIRTUAL

    =========== =======

    MALLOC 9316K

    MALLOC guard page 16K

    Memory tag=35 2152K

    Stack 64.0M

    __DATA 18.7M

    __DATA/__OBJC 4K

    __IMAGE 528K

    __LINKEDIT 31.2M

    __OBJC 1816K

    __PAGEZERO 4K

    __TEXT 87.9M

    __UNICODE 544K

    mapped file 85.5M

    shared memory 12K

    =========== =======

    TOTAL 301.4M

     

     

     

  11. Try putting them in the other base folder. I posted where it was here.

     

    If that doesn't work, check in Console.app (at /Applications/Utilities/) to see if there are any error messages.

    Oh wow. I didn't even see that portion of your post. I just saw the Steam version part and I guess I completely skipped over the part I needed.

     

    Unfortunately it still didn't work.

     

    Console gives a crash report but it won't open the whole report.

     

    ScreenShot2013-03-08at20129PM_zpse14dbac

     

    ScreenShot2013-03-08at20520PM_zpsbef6099

  12. what error/problem are you having?

    Well I've been messing around with it. It seems to be the amount of files. I'm still not sure if it's size or number, but its definitely not a specific file.

     

    I've also tried going through and deleting things from each PK3 that I don't want or use like bot files and those sorts of things, and combined a few of them, like putting all Obi-Wan models in the same pk3.

     

    I have 18 PK3's total, besides the assets. 12 of them are just models/skins and the rest are personal mods/tweaks. The total size of all them total is 102 MB.

     

    Does anyone else running the Mac App Store version have this issue?

  13. I know this has been asked so many times over the years but I only ran into the problem last night. Does anyone know the approximate number/size allowed in the base folder? This has nothing to do with JA+ or any of that, just baseJA. It might be less on mine because I'm using the Mac App Store version because I don't remember it being this low of an amount. I only have about 12 or so.

  14. Yeah, to each their own.

    I personally like this one more, mainly because its "darker" to me, and its more accurate.

    But, as I said.. to each their own :)

    True. I'm not sure. The nose looks a bit off, but then again, Liam Neeson has an odd shaped nose.
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