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Posts posted by Circa
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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?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.
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.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.
Isn't the weapon_bot basically the bryar anyway?I would suggest using a new gun for the droideka, something unused, like weapon_bot, or _bryar...
So I can't copy the effect files and things to overwrite another gun?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)
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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"
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Thanks for the feedback guys.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.
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.
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.
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I have seen a couple over the years and most of them are old and incomplete. The reason I started it originally was for myself personally.
Kualan likes this -
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 pk3Change 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.
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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.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.
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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.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.
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That would be awesome man.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.
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.
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This would be interesting. Not sure how the controls would work...
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Well after some more testing, I discovered that it was actually the NPC's that were causing the issue. I deleted the npc files from a few folders but left the models there. It ran fine.
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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.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.
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Maybe some basic info on Mac ports using Wine and things like that. A lot of Windows-only programs can be used on Mac that way, including the game itself.
By the way, I love the color scheme of your site. Simple is always better in my opinion. Reminds me of Apple, which is good.
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Yeah I am.Hmm that's strange. And you're launching normally from the .app in Applications not the other one inside the application bundle?
I guess it is the skins then. That kinda sucks.
I use them for NPCs mostly. That's why I have so many.
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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
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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
-
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.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.
Unfortunately it still didn't work.
Console gives a crash report but it won't open the whole report.
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That site is requiring me to login to view it.So....basically, you're having an issue with having too many PK3 files and it's crashing?
if so, this might help you.
If not....then I don't know.
The base folder in the .app file where the assets are.where are you putting the pk3 files?
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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.what error/problem are you having?
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?
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The app just crashes. I took some out and it stopped happening. I guess I can try to see if it's actually an error with a specific file, but it doesn't give any errors.what error/problem are you having?
I'll play the elimination game to find out I suppose.
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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.
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True. I'm not sure. The nose looks a bit off, but then again, Liam Neeson has an odd shaped nose.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
-
I actually like the original skin better than that one.
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Yeah, I like that pack. But it's the same model and made to not be Qui-Gon. Thanks though!
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Yeah that would be nice too.
It just kinda shocks me that we have 50 versions of Starkiller and not Qui-Gon. Kinda sad if you ask me.
Prequel Conversion
in WIPs, Teasers & Releases
Posted
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
}