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Circa

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Everything posted by Circa

  1. 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?
  2. 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?
  3. Dang that looks really good! Nice work!
  4. 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"
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. This would be interesting. Not sure how the controls would work...
  12. 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.
  13. 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.
  14. 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.
  15. Yeah I am. I guess it is the skins then. That kinda sucks. I use them for NPCs mostly. That's why I have so many.
  16. Okay, I found one there, but it was from a couple days ago. It should still be the same problem though.
  17. 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.
  18. That site is requiring me to login to view it. The base folder in the .app file where the assets are.
  19. 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?
  20. 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. I'll play the elimination game to find out I suppose.
  21. 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.
  22. True. I'm not sure. The nose looks a bit off, but then again, Liam Neeson has an odd shaped nose.
  23. I actually like the original skin better than that one.
  24. Yeah, I like that pack. But it's the same model and made to not be Qui-Gon. Thanks though!
  25. 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.
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