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Circa

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  1. Scroll down to the second code block if you don't want to read my rambling. Models in multiplayer are technically the exact same in singleplayer, however since singleplayer has much more going on with playermodels, such as cutscenes and customization, the ways you get them to work properly are a bit different. Typically skins in JKA are only made for multiplayer, because the playerbase was always larger for MP compared to SP. Many modders just didn't bother giving SP support to their skins/models due to it adding bloat to their PK3 file, or perhaps just not knowing how to. For years other modders had been making separate mods that allow you to play as certain skins in SP, meaning you had to have two PK3 files for one mod, which is a bit silly, however I made so many of those mods in my early days, it was a good learning experience. Instead of a mod, you can just use a command in the console to change your skin. You've probably already tried to use the playermodel command, which actually only changes your appearance to an NPC, which means you also get all of that NPC's stats and weapons. So if you want to play as Luke, you'd do playermodel luke and also get his 200 force points, all of this force powers, his saber, and sounds. That probably sounds cool, but the two biggest downsides here is that you won't be Luke in any of the cutscenes, nor will you be Luke in any future levels until you put that command in again. So how do you do it properly? You'll use the same command, but with a few additional parts to it. The playermodel command has the ability to customize your character in cases that it's properly set up for multiple parts, for example the default Jaden models have multiple heads, torsos, and legs, which can be set via his command. But it also works with literally any player model too. Here's an example of customizing a Jaden model that is already in the game: playermodel jedi_hm head_a1 torso_a1 lower_c1 This would set your player as the blonde Jaden with the Jedi tunic and tan pants. But that can be done in the menu, so that's not really that big of a deal, unless you were wanting to change it mid-game and didn't have my ingame character menu mod. ? For models that don't have SP customizations, you can simply do this: playermodel luke model_default model_default model_default Replace luke with the model you are wanting. If it's a mod, the author of the mod should have put the command for it to work in MP in their readme or file description, for example model kylo_ren. So just go by that when using the above command. You'll always be able to use model_default no matter what. You could also do model_blue or model_red if the skin has team color support. The more you know about PK3 files, the easier it will be to know what variants you can use with this command. You can look in the model's folder to see what .skin files there are outside of the three main ones. For example, a kylo_ren folder may have model_nomask or model_hood or other things like that. If you have no idea how to open PK3 files, you can get started here, and if you're interested in getting started with modding in general, here. You can also bind this command to a key, so you can change your appearance at any point in the game. I remember I used to change the appearance with the Jedi Customization mod, depending on the mission. If it was a infiltration-style mission, I'd set it to have full robe and hood, or a boss fight then have no robes, just like the movies. Keep in mind that adding SP menu support for your characters is still recommended if you're a modder, and if you want to learn how, check out this tutorial.
  2. You can use this to use MP skins in SP:
  3. This is awesome, can't wait to play it! A more Star Wars focused mod with Epic Challenge-style levels is something I'm totally into.
  4. Try doing what ashura recommended with making your own PK3 file, not only is it a better way to mod your game, you don't break anything and need to reinstall. Also, are you using OpenJK or any other mod? It's possible that the assets are installed twice in different locations or something like that. That has happened to me before. There is also a chance that some of those values are hardcoded depending on the NPC. There are a lot of nuances to NPCs and sabers that aren't reflected in the NPC files.
  5. You could follow the tutorials that explain how to kitbash/Frankenstein models with Blender and only copy over that tag. Here’s one:
  6. Are they in a folder or in a PK3? I've had the issue of textures not loading straight from a folder in base, I actually had to put them in a PK3.
  7. There was an official port of both Jedi Academy and Jedi Outcast, available on the Mac App Store, Steam, GOG.com, etc. Those are still available, however they will not work on any version of macOS after 10.14 Mojave. Version 10.15 Catalina and beyond (Big Sur, Monterey) all drop 32bit support, and Aspyr (who ported them previously and more recently to consoles) stated they have no plans to update the games to work on modern macOS. Only a couple mods have updated their Mac versions as well to have native support. If you plan to only play base Jedi Academy multiplayer, follow this video tutorial. It explains how to install EternalJK, which is currently the best way to play base multiplayer. You can follow that same tutorial but for Jedi Outcast, you'll want JK2MV. For Jedi Academy singleplayer (and multiplayer if you don't want EternalJK), you can use OpenJK. Follow this tutorial to install OpenJK. These options are very limited in terms of mods and honestly just makes things complicated. I highly just recommend using the options below, which will ensure you have access to any mod you want by using the Windows versions. That leaves us with running the games in a more unconventional and non-native method called Wineskin, or more importantly, a Wineskin app called Porting Kit that makes it easy to run older games like these. It's worth noting that Porting Kit works only with GOG.com versions of these games, due to the non-disc and non-DRM install process. However, I also tried it with the non-disc installer that was provided in the Limited Run USB drives, and they work just as well. Using these installers will be the easiest way to do this. At the end of this tutorial I will explain how you could also install the Steam version or any other version to use with OpenJK or EternalJK, since all you need are the assets for mods like that. Installing Porting Kit Porting Kit makes this process easy. Start by going to their website below and downloading the app and installing it. The DMG or ZIP file won't matter, whichever you prefer. Porting Kit Installing Games Luckily it will run you through most steps needed for all this. The app opens on the News page, but you'll want to click over to Library. They have a pretty extensive library of games if you ever want to install any other old ones. Search for "jedi" to show both of these games and choose one to install. All steps in this tutorial apply to both games. Choose your game and click install. It should open and give you 3 options like this: It's pretty straightforward. Click Download installer now to be taken to GOG.com to buy and download the offline backup installers. Once you have it downloaded, click Sure, which will then run through an installer. Click through to the end, where it will ask you to locate the installer file and let you select it from your Downloads folder. If you have the Limited Run installer instead, simple click Sure and select that installer. This app doesn't distinguish what you are installing, which we will use to our advantage if you want to use a non-GOG copy. Let it run and do it's thing. It may take a minute or so with a couple pop-up windows and eventually show the installer for the actual game itself. Run through that as you normally would. Everything from here on out should look like Windows, basically. Be sure to not run the game in that window once it completes. It should pop up with a window asking you which executable to run, like so: Be sure to choose either jk2mp, jk2mp, or if you're installing Jedi Academy, your options will be jasp or jamp. Pick the one that you plan to play the most, it's up to you. If you want shortcuts to both, I will cover that below. The game should show up in your Porting Kit library now. The first thing you'll notice is that it is quite small with a black background. You'll want to immediately go into SETUP and change the resolution to something bigger. I also recommend turning off full screen, but that's up to you. You will need to restart the game for the black background to go away if you turn off fullscreen. It's now installed and ready to go! Adding a shortcut to MP or SP If you want a shortcut to both modes, you can easily do that by going into Porting Kit, click the game, then click More, go to Advanced Tools, then click Add Shortcut to EXE. Name the shortcut whatever you want, such as Jedi Outcast MP, or JKA MP, or SP, whatever applies. Then browse to the .exe that you didn't choose during the install. So if you chose jk2sp.exe last time, you'll want to find jk2mp.exe. If you're unfamiliar with Windows, it should be in ProgramFiles/LucasArts/Jedi Academy/GameData, or something very simliar. GOG might list it under ProgramFiles/GOG/JediAcademy or something like that. Poke around and you should find it. That should make a new shortcut in your app for that executable and you can now launch both. Repeat this process for any mod launchers you have as well. More on that below. Installing mods You saw above that the file structure is exactly like in Windows, so installing mods should be self explanatory to mod veterans: put PK3's in the base folder. You can find your base folder very easily by going to that MORE menu like above and clicking Open C drive and navigating through the folders from there. Drag and drop PK3's into the base folder from there. Obviously follow the instructions that each mod provides for installation. Any client-side mod like JA+ that don't have their own installer should go into GameData by default, but just make sure to read their own instructions, as they are all Windows based instructions that will apply to you now, rather than Mac instructions. If you're installing a major mod that has it's own installer like Movie Battles II, do the same steps as above but choose Install Patch/Mod and select the downloaded installer for it. It should then run through the install process as if it is Windows. If you're unsure which type the mod is, go by the file that you downloaded. If the file is one .exe, it needs to be installed. If it's a PK3 or a folder with a bunch of pk3's and other files, it should go right into GameData. If it's one PK3 file, it goes into base. Again, just follow the instructions provided by the mod itself. Comment here if you need help. Installing Steam, MAS, or disc version You should only be reading this section if you don't already have the game on GOG.com or the Limited Run USB drive. If you do, skip the hassle, that way is much smoother. You're reading this is if you already have the game on Steam, the Mac App Store, or even the old disc version (either PC or Mac disc should work). The workaround here is to run a random installer when it asks for one, so that it creates all the necessary files and configurations and then you can copy your assets and OpenJK into the C drive folder. The random installer we will choose is the official SDK for Jedi Academy. Download it below. JKA SDK Unzip by double clicking it. You should see the .exe file for it. Run through all the steps above but use this EXE instead of the GOG or LR ones. It will show an error at the end about not able to open a .htm file. Click okay to ignore it. It will ask which exe to run at launch. It won't matter which one you choose here since it will be changed later, so I just chose ModView. Follow the instructions above to open the C drive and have that ready. I'm breaking down each version first and the common steps under that, but these are assuming you don't already have the games downloaded on your computer already. If you do, skip past this. Steam Mac App Store Disc Retail Now go back to the window that you had open with the C drive for the app. You'll need to make a new folder for the game. I recommend creating a folder structure similar to how the installers do it, just for the sake of simplicity, however you can potentially make whatever folders you want, as long as base is inside another folder. So in the C drive folder, go into Program Files and create a folder called LucasArts, and inside that folder create a folder called Jedi Academy, and inside that folder create a folder called GameData. Go back to your Steam/MAS/disc game folder, drag or copy/paste that base folder into this new GameData folder. So now you should have it like so: Now that you have the assets, you'll need OpenJK or whatever client mod you prefer. For SP I recommend OpenJK (download below has both JKA and JK2 support), and for MP I recommend EternalJK for Academy and JK2MV for Outcast. OpenJK EternalJK JK2MV Put whatever items related to your version into the GameData folder. Now is the tricky part. You'll need to go into the MORE button again, go to Advanced tools, go down to Launch Wineskin app. Go to Advanced. Go to Browse and browse to the relative .exe file. So if you got OpenJK for Outcast, choose GameData/openjo_sp.x86.exe. Next, go to the Tools tab, and then Config Utility. Go to Graphics tab, and check the box next to "Automatically capture the mouse" and click Okay. Close that window and now click PLAY to launch the game. It will launch, and you'll notice a weird issue with the mouse cursor. Bring up the console (the tilde ~ key on your keyboard) and type in_mouse 2 Restart the game and it hopefully will be working fine. Please let me know in the comments if you have any issues. This guide probably seems very complicated but it's not! It only gets complicated if you want to use the Steam version, but hopefully this explains it well.
  8. He means the path to the sound should be relative to your PK3 file, not your computer. Or if you're using a sound that is already in the game, relative to the path in the assets0.pk3. It should look similar to his example he gave when you edit that entity. Also keep in mind you should be using "soundset" for doors unless you are using a trigger_multiple or target_speaker for it. This tutorial explains the basics of doors and has the sound portion: https://jkhub.org/mapping/richdiesal/Brushes201_Lesson_5_Doors_files/br201lsn5.htm To quote: To look up the soundsets you can use for doors, open up the sound/sound.txt file and do a text search for... well, the word "door." Add the key soundset and the value for the soundset you want. I will be using large_door for mine. This also shows the soundset key and explains how to do doors in SP fairly simply: https://jkhub.org/forums/topic/5149-lets-map-singleplayer/?do=findComment&comment=76650
  9. The PS4 version doesn’t support mods unfortunately.
  10. Downloads fine for me. Must be an issue on your end. Probably Adblock not playing nice with it. Try this: https://icedrive.net/0/a8r1Mq2pCj
  11. A new theme is coming, and incidentally there will be some changes you'll see on the old one as I work. Stay tuned!

  12. Try putting a whole bunch of Zzz's at the beginning of the PK3 file so it loads last. I've seen that work if you have other mods that mess with menus. So the file name would look something like zzzzzzzzzIngame_Char_Sab_Menu_v2
  13. I just tested it with JA Enhanced and it works. However I did notice that my instructions on this page were missing the key in the bind command. Make sure you do this command and replace "o" with the key you want to bind the menu to, unless O works for you. bind o uimenu ingamecharactermenu
  14. Use the commands in the MP section in this: https://jkhub.org/forums/topic/9974-model-dismemberment-realistic-lightsaber-combat-by-cerez/ Both players and server's cfg will need those commands I believe.
  15. Start here: Then go here:
  16. Circa

    green lantern

    It's worth noting that this replaces Kyle in the game.
  17. I'm pretty sure it uses the same music as t1_surprise, IIRC. You could probably entity mod the map to use a different music track. Try this tutorial: The music line is usually the very first one in the entity list.
  18. Keep in mind he got official approval from Lucasfilm to do this, which means they knew about the patreon already. I’m pretty sure that patreon has been active for his overall channel for more than just this project.
  19. Circa

    JA++ Download

    Make sure the japlus folder is in the GameData folder alongside the base folder. Or if you're using OpenJK with the default home path, you'll probably have to put it in the /User/Documents/My Games/OpenJK folder
  20. 8 hours? You know we are not robots, right? We sleep and work and live. It's not just a matter of pressing the approve button. We have to review the contents and upload it as well. Y'all would not survive in the JK3files days where it would take a week or more to get approved.
  21. Just remember that creating the model itself isn't going to be JKA specific. So you can go look up tutorials for Blender on YouTube to get you started learning how to use the software. Once you have the saber made, you could then reference the JKA-specific ones or ask for help with getting it into the game.
  22. It's already a feature, I just have it disabled because I never really saw the point of it. I may consider adding it back. It's a valid concern, however we didn't create the JKCommunity discord, and we can't really control people continuing to create JK-related things. We can control our brand and that's about it. The plan is never to make a JKHub discord. When I say Discord integration, I mostly just mean a plugin that allows people to create an account here using their Discord login, which nearly everyone in the gaming world will have. We won't be making a server or sending our traffic elsewhere necessarily. I'm not entirely sure how it'll work yet but your points are well made, for sure. We can't control where people post their stuff though. Some people are just straight up against using JKHub entirely, for no good reason other than ignorance from my perspective. Posting something on Discord will just get lost, but a forum thread or post can be seen at any time easily. I love Discord and feel like it's a tool that serves a different purpose than a forum does nowadays, but they can go hand in hand, it's just a matter of people realizing that a forum has it's uses. The problem is you're the only group that is doing that. If more clans and groups would do the same, it would feel less spammy. I'm willing to reduce the time limit on how often you guys can post, but I am also considering adding a new media section where artwork and other media like videos can be showcased a little better.
  23. We can’t host files if the creators specifically don’t want them here. Even just linking to them. They’ll just ask them to be taken down, and we’d have to respect their wishes. There are reasons people have for not posting here, and that’s on them. There isn’t much we can do as staff. It’ll come down to them putting their stuff up themselves. If there’s a mod that is missing, request it to the creator. Maybe if enough people ask they will do it. That’s essentially what I’m planning, yeah. Better to have actually relevant info.
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