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Circa

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Everything posted by Circa

  1. It's alright. Great! I'm not sure if it's complete yet. The original post in this thread is where I have been updating the list of things I want to do. I'll PM it to you.
  2. I'm working on a music mod that will change all the ingame music to music from the prequel soundtracks. http://jkhub.org/topic/1713-prequel-music-replacement/
  3. @@therfiles would you like to beta test this for me?
  4. Circa

    SW:TOR Cursor

    Then I'll give it a 10/10.
  5. Okay I went ahead and took screenshots of the droideka problem. I also found out something really weird. It only goes vertical when I'm not right in front of it. Otherwise it looks perfect. Take a look. So I guess it's not that big of a deal. I gave the hailfire a rocket launcher but it doesn't use it at all. All it does is occasionally fire the ATST_MAIN and roll around, if that. I spawned a whole bunch of clones and it just rolled all over them. Effective, but not really impressive. How would you guys feel about replacing the cultists with magnaguards? In some levels it wouldn't look right because the cultists aren't always with just the Imperials, but it might be cool. If not cultists, then what if any?
  6. I have pretty much everything fixed that I was having issue with. There's a few things though. In MDII, the droideka uses the "emplaced" effect, so I just used that. Now all of a sudden the bullets being fired from the droideka is aligned vertically instead of horizontally to match up with the gun barrels. Here's an illustration: The other thing is the hailfire droid is still amusingly clumsy. I don't know what else to do to the NPC file. As far as the weapons and everything go, I'm pretty much set, aside from the droideka effect. Since it uses the emplaced effect, I will probably have to change the emplaced guns to use the ATST main guns if I can, it doesn't look goofy. If you're wondering how they got 2 bullets to be shot at the same time, I'm fairly certain it's the "origin 1" and "origin 2" lines in the efx files. Though I don't have much experience with effect files to be certain.
  7. Okay it worked. Thanks a lot!
  8. That didn't work. It made him walk around like a jawa though. Quite entertaining.
  9. The name is JarJar. I tried spawning an elder though and it didn't have a weapon so I know it's not from that. I renamed the NPC to elder and that worked. That's annoying though because I don't really want to replace the elder NPCs. I'll try the other classes. I've been using the thread you helped with on FileFront with NPC stuff. It's pretty helpful stuff. I've been trying to get a fast firing rate for an NPC too.
  10. Is there a way to actually have an NPC with no weapon? Every time I set the weapon to WP_NONE, it gives them a blaster rifle. I tried setting the class to CLASS_PRISONER since the prisoners and elders don't have any weapons but nothing worked. This isn't for scripting or anything, just a normal NPC file for a mod and also curiousity.
  11. Thanks a lot DT. Feel free to post here any updates you have on the model in the future! Also, does anyone know if there is a model for Episode I Anakin? I know there was one in the Youngling pack by Mars but it looks nothing like him and the model wasn't very good.
  12. That's exactly what I wanted but there's no way to do it. AltFire doesn't even work in NPC files. Okay, I got the bounding box fixed on the Hailfire. Now I'm trying to get it to actually be dangerous. Before I would have to run in front of it and shoot it to get it to react. I'm not having much luck. But here's something that cheered me up a little bit. I went to t2_trip since it's a very open map and spawned one and look what it hopped on...
  13. Alright, awesome. I got the SBD all set. I wonder if there is a way to make an NPC fire faster? There's a way for the gun to fire faster in weapons.dat and I did that because that's how it was in MDII but I can't find a way to do it for NPCs. If there's no way then that's fine. It would look better though. I'm working on the Droideka. It's looking pretty good so far I think. I just ran into a weird problem where some random NPC don't even exist when I use the command "npc spawn" EDIT: Nevermind that error. Fixed it. I got pretty far today. SBD and Droideka are all set I think. The SBD is using the bryar weapon and I used the effect files from MDII to see what he did. He has them shooting two bullets (since there are two barrels on their arm) and it looks great, but it was making the blaster pistol do that too (because they use the same effects) so I changed them back but left the "npcshot.efx" the same so it still uses it. The only downside is when NPCs are actually are using the blaster pistol visibly which should only happen with this mod with cheats.
  14. The games that have surpassing graphics lack greatly in good gameplay. Most of them are horrible. One of the first impressive titles was Infinity Blade and even though it was near console quality, the gameplay was BORING. The games with good gameplay have N-64 style graphics, which make me cringe. Mobile gaming is all about the experience and the addicting gameplay. So far at least. We're slowly getting to full mobile gaming with everything we love about desktop gaming. Eventually.
  15. The playerchoice.txt is not necessary to put it in the SP menu, contrary to popular belief. It's only if you actually use it for color customization.
  16. 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? Well I just used the properties that were in the npc file that came with the model. Here it is: 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. I see. So any further would require the source code?
  17. 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? 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. Isn't the weapon_bot basically the bryar anyway? So I can't copy the effect files and things to overwrite another gun?
  18. Dang that looks really good! Nice work!
  19. 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"
  20. 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.
  21. 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.
  22. 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 ROTSAT-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 soundsImperial 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 elseAll 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! https://jkhub.org/files/file/1548-prequel-conversion-mod/ Check the description for the full rundown.
  23. 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.
  24. 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.
  25. 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.
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