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Everything posted by Circa
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Within each NPC file is vital info that the game uses to give a spawned model it's attributes. Info such as the model, weapon, weapon model, force powers, sounds, and health. The first thing you need to do is open up assets1.pk3 (it will be in your base folder) with PakScape, WinZip, or some other archiving software. Navigate to the ext_data folder, then open the npcs folder. You will see a lot of files here. We will use a very typical one - jedi.npc. Extract this file to your computer and open it with Notepad. Inside you will see a bunch of columns of text. Jedi { playerModel jedi saber single_2 saberColor yellow weapon WP_SABER saberStyle 1 saberStyle 3 saberStyle 2 FP_HEAL 1 FP_LEVITATION 2 FP_SPEED 2 FP_PUSH 2 FP_PULL 1 FP_TELEPATHY 1 FP_GRIP 0 FP_LIGHTNING 0 FP_RAGE 0 FP_PROTECT 1 FP_ABSORB 1 FP_DRAIN 0 FP_SEE 1 FP_SABERTHROW 2 FP_SABER_DEFENSE 3 FP_SABER_OFFENSE 3 forceRegenRate 150 forcePowerMax 90 rank lt reactions 3 aim 3 move 3 aggression 3 evasion 2 intelligence 3 playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY class CLASS_JEDI yawSpeed 140 walkSpeed 55 runSpeed 200 snd jedi1 sndcombat jedi1 sndjedi jedi1 health 200 dismemberProbHead 0 dismemberProbArms 5 dismemberProbLegs 0 dismemberProbHands 10 dismemberProbWaist 0 } If you look at it and try to figure it out, it will make a lot of sense. The column on the left is the attribute and the right is the value. A lot of this you can leave out if you wish, and all lines which are not included will revert to default values. We will begin to construct a basic NPC file by using the information here and replacing what we want. Let's say you want to make a new NPC that is a Dark Jedi that uses a blaster pistol instead of a lightsaber. We just need to edit the corresponding attributes to meet our needs. The first step is always to change the name of the NPC at the top. This is important or else your file will overwrite the default Jedi NPC. Let's name it DarkJedi. Now, since he won't have a lightsaber, you can delete the lines that pertain only to sabers. So highlight and delete the lines saber, sabercolor, and all 3 saberstyle lines. Then we change his weapon to the blaster pistol. So go to the line weapon WP_SABER and make it weapon WP_BLASTER_PISTOL. So your NPC should look like this so far: DarkJedi { playerModel jedi weapon WP_BLASTER_PISTOL FP_HEAL 1 FP_LEVITATION 2 FP_SPEED 2 FP_PUSH 2 FP_PULL 1 FP_TELEPATHY 1 FP_GRIP 0 FP_LIGHTNING 0 FP_RAGE 0 FP_PROTECT 1 FP_ABSORB 1 FP_DRAIN 0 FP_SEE 1 FP_SABERTHROW 2 FP_SABER_DEFENSE 3 FP_SABER_OFFENSE 3 forceRegenRate 150 forcePowerMax 90 rank lt reactions 3 aim 3 move 3 aggression 3 evasion 2 intelligence 3 playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY class CLASS_JEDI yawSpeed 140 walkSpeed 55 runSpeed 200 snd jedi1 sndcombat jedi1 sndjedi jedi1 health 200 dismemberProbHead 0 dismemberProbArms 5 dismemberProbLegs 0 dismemberProbHands 10 dismemberProbWaist 0 } Great, so we gave him a pistol. Since he's a Dark Jedi, he should probably be an enemy. This is determined by the lines playerTeam and enemyTeam. To make the NPC friendly and follow you in-game, leave it how it is, with TEAM_PLAYER as the playerTeam and TEAM_ENEMY as the enemyTeam. To make the NPC an enemy that attacks you, flip those two. Other teams are FREE and NEUTRAL. The FREE team attacks anyone on sight, regardless of what team they are. An example of a TEAM_FREE NPC is the tusken raider. The NEUTRAL team doesn't attack anyone. Examples of this are Jawas or Ugnaughts. Now, you can change the class if you'd like. Classes are hardcoded in the game with a bunch of special behaviors and attributes that can't be changed in an NPC file. You can read more about classes and what each of them do here. One thing they don't do, is determine the team, so if you keep this Dark Jedi's class set to CLASS_JEDI, he will still be an enemy. Your NPC should now look like this: DarkJedi { playerModel jedi weapon WP_BLASTER_PISTOL FP_HEAL 1 FP_LEVITATION 2 FP_SPEED 2 FP_PUSH 2 FP_PULL 1 FP_TELEPATHY 1 FP_GRIP 0 FP_LIGHTNING 0 FP_RAGE 0 FP_PROTECT 1 FP_ABSORB 1 FP_DRAIN 0 FP_SEE 1 FP_SABERTHROW 2 FP_SABER_DEFENSE 3 FP_SABER_OFFENSE 3 forceRegenRate 150 forcePowerMax 90 rank lt reactions 3 aim 3 move 3 aggression 3 evasion 2 intelligence 3 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_JEDI yawSpeed 140 walkSpeed 55 runSpeed 200 snd jedi1 sndcombat jedi1 sndjedi jedi1 health 200 dismemberProbHead 0 dismemberProbArms 5 dismemberProbLegs 0 dismemberProbHands 10 dismemberProbWaist 0 } There are many other attributes that you can change as well. Most are self explanatory. Changing the model involves using the name of the folder of the model you want. So if you wanted your Dark Jedi to be a Reborn model instead of a Jedi model, simply change jedi to reborn. If you want a certain skin of that model, use the line customSkin and then the name of the .skin file you want that is located in the model's folder. So if you wanted the blue reborn, it would look like this: DarkJedi { playerModel reborn customSkin blue Changing the sounds is similar. It must match the name of the folder in the sound folder in assets0.pk3. The default value of the attributes such as reactions, aim, move, aggression, evasion, and intelligence is 3. So if you have it at 3, you can delete it. Maximum is 5. The dismember properties are out 10. Force and saber powers are out 3 (sometimes 4). Default value of those are 0. Make sure to have the brackets before { and after } the NPC. Look at my examples and look at the default ones as reference. Especially for adding multiple NPC's to one file. That's pretty much it! Now we need to pack these text files up. To do this we need to add some new folders. Make a folder called ext_data, and in that folder make a folder called npcs. This is where we will put our .npc file. Make sure you save it as .npc! If you save it as anything else, like a .txt, it will not work. After that, either zip it up and change the extension or use PakSkape to make it a .pk3 and place it in your base folder. Now go test it! Go into single player and turn cheats on with helpusobi 1, then type npc spawn darkjedi (or whatever you named it). Tutorial based on the one on JK3Files.com.
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This can be done with any section of a model, but this tutorial will show how to have two different animations play for the upper and lower sections of the model. First, open ModView and open any player model. Expand Bones and keep expanding until you get to upper_lumbar. Right click on upper_lumbar and click on "set as secondary Anim Start". Next, go to the sequence that you want the upper part to have. When you find it, right click on it and click on "Start Secondary Multi-Locking with this sequence". Then go to the animation you want the lower section to use, and right click and click on "Start Multi-Locking with this sequence". Again, this will work for any bone set you choose to use the secondary anim start.
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What is a PK3? A PK3 (or Pak 3) is a type of file archive (a file containing other files, usually compressed to take up less space) and is essentially the same as a zip folder, just with the extension .pk3. JKA will load files within the gamedata\base (or gamedata\NameOfModYouArePlaying eg japlus) folder as well as the contents of any .pk3 files Basically, they contain much of the files that make up the game as well as most mods (skins, maps etc) you can download. Installing PK3s Find the file and copy it with crtl+c (If you downloaded the PK3, it was probably in a zip file, if so open up the zip and copy the pk3 inside.) Find your base folder. This is usually C:\Program Files\Lucas Arts\Jedi Academy\GameData\base Paste the pk3 into your base folder. If you are using a mod like JA+ or Clanmod you should usually paste into the gamedata\japlus or gamedata\clanmod folder instead of base. You should only use the base folder if you want whatever you are using to work with the base game or with all mods and remember to check the readme for whatever you are installing as some things work differently. Click here for more details about using different mod folders. Anatomy of a PK3 The assets0-3.pk3 files have a specific folder structure that the game's code looks in to find the files to load. For example, the 3D models for all of the weapons in the game are found in models/weapons2/. Each weapon model has parts to it in each of their folders: the model file itself: model.glm (similar), texture image files, and usually an .md3 file for the world model. Another example is NPC files are located in ext_data/npcs/ and can each be edited via a text editing program, they are just renamed .txt files. If you plan on making your own mods, take some time to get familiar with how the default assets are laid out. DO NOT edit the assets themselves. If you have a mod idea similar to one you know exists, look to see how they made theirs, and what files they used to make theirs work. Another thing to always remember is the folder structure MUST be the same as the assets to work, and must be in the root. For example if you're putting your files and folders for your mod in a project folder, do not zip up that project folder, zip up the folders inside of that so that they are in the root of the pk3 file. It should look just like other mods you've downloaded before. Opening PK3s The .pk3 file extension is just a .zip file renamed. That means you can open it just like a ZIP on anything else that reads compressed folders, which all operating systems can do natively. Renaming the file extension from .pk3 to .zip and then double clicking is the fastest way to open a pk3 without any setup, but if you plan on modding this will slow you down immensely. Here are some better options for what we recommend: Windows Option #1 You can actually set Windows to recognize .pk3 as a .zip through command prompt. Open up Command Prompt as admin by clicking the Start menu and typing cmd, right click and Run as Administrator. Type this and hit enter: assoc .pk3=CompressedFolder You now can simply double click .pk3 files in your File Explorer to open them just like .zip files. You can drag and drop files into existing zips, etc. Very handy! Option #2 If you want a more robust option, we recommend using 7zip. That will allow you to view and edit the files in more ways. Many people prefer it. Option #3 A tool specifically for opening PAK files like PK3 was created many years ago called Pakscape. It still works to this day, however it does struggle with modern permissions and so saving files isn't reliable and occasionally will corrupt on save. Some people still prefer to use it though. MacOS The best tool to use for compressed files and being able to view them in a browser window is called MacZip. Download and install that, and then right click a .pk3 file in Finder, where it says Open With, click the drop down and go to Other. Uncheck the "Recommended Applications" and scroll down to MacZip and double click it. Now MacZip will open all .pk3 files in a Finder-like window and you can drop and drop files to and from it. Linux 7zip exists only in console form on Linux, which chances are if you're using Linux you would be okay with that. If you want a nice GUI to work with, try PeaZip. Editing The Contents of a PK3 You can copy any files you like in or out of the PK3 to edit them and put them back in. You can also delete files or add entirely new ones in the same way as you would when navigating folders on windows. (be sure to click save when you are done if you are using Pakscape, if it works). Never modify the original assets pk3 files, put your modifications into a new pk3 with a name that comes alphabetically after "assets", that way they will take precedence. If you edit your assets, it can consequently break the game, especially if you don't know what you're doing. Always create a new pk3. PK3 Naming Jedi Academy always loads PK3s in alphabetical order. If you have too many pk3s added to your base or mod folder sometimes the mods with the earlier name alphabetically wont work properly. This is because the later pk3s alphabetically are effectively loaded over the top of the earlier ones. This also means that if I install two pk3s each containing a file of the same name, one called "file.pk3" the other called "zzzzzzfile.pk3", the version in "zzzzzzfile.pk3" will be used. Just keep in mind they must be loaded AFTER the assets, so the name must be alphabetically after it, like "ast..." or "assf" at the very minimum, but most people just add z's. In short, if you want to make sure that one skin is displayed further up the menu, or that one particular file is definitely loaded fully, add a ton of "z"s to the front of its name.
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Are you interested in a JA+ clan or would you be fine with a basejka clan?
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Ohai. That's me. It's just the minimal HUD built into the game. Type in the console: /cg_hudfiles 1
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There is a critical issue with the popular player model, HS Anakin Skywalker. The alternative right hand doesn't show the blade of the lightsaber. Fixing this is very simple. You need a PK3 editor like Pakscape. To start, you obviously need the model. You can download it here: The issue is with the non-gloved hand on the Episode II model. So for reskins of this model that use that hand, follow this same procedure but in your skin's directory. Open the HS_Anakin.pk3 file. Go to models > players > hs_anakin_e2 If you're in Pakscape, drag the file model_default.skin to your desktop so you can edit it. Open the file model_default.skin with any text editor like NotePad or TextEdit Locate this line: r_hand,*off Remove the * from that line so it now says: r_hand,off Now save it. Drag it back into the pk3 in Pakscape. You can do the same thing for the model_blue.skin and model_red.skin team skin files. Now save the pk3, put it in your base folder and you should be good to go!
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There are two ways to achieve this, and each have their purpose. NOTE: Server administrators can read these messages as well, so they are only private to other players. The easy way, is used when you are near someone that you can easily see with your reticle. Point your reticle at the person and press U You have now initiated the private chat. Type your message and press enter. The text will be pink, indicating that it was a private message. This is only for people that are within sight. The default button is U. To change this, open the console and type /bind key messagemode3 and replace key with the key of your choice. If you aren't near the person you want to chat with, it's a little more complicated, but is easy to remember. Start by opening up the console (SHIFT + ~) and type: /serverstatus This will give you a list of all the players in the server, with a number to the far left of each name. Note the number of the person you want to chat with. Then you just type: /tell # your message Replace # with the number you noted earlier, and replace your message with your message. Then press enter and your message should send in pink. To save time in a lengthy chat, press the up arrow in the console to restore the previous command, and just delete your previous message, so you don't have to type /tell # every time, unless it's a long message.
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I love that the Falcon looks brand new, before Han's modifications. I'll be honest though, I'm worried about this film. The fact that they had to refilm and hire a top-tier acting coach for the lead actor make this very worrisome. Not to mention we haven't seen anything about this film other than cryptic behind the scenes photos from Ron Howard, and now these images today. The film comes out in 5 months and we don't even have a teaser yet. Obviously they couldn't release one this month because of TLJ hype, but we probably should have had one earlier this year.
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What's your favorite hilt in JKA?
Circa replied to syainkn's topic in Jedi Knight General Discussions
We had this poll earlier this year: https://jkhub.org/topic/9397-what-are-your-favorite-saber-hilts-from-jedi-academy/ -
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Yes. Or the other dozens of games that have done it as well.
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Even so, a random new user account posting on the forum asking people to pubically post their email addresses is sketchy af. And some people still aren't aware that it is bad practice to do so. And saying you already get spam anyway is not really helping your argument here. Spam is one thing, people retrieving emails for malicious intentions is another. Trust me, you don't want your email used for malicious intent. Either they could sign you up for a thousand mailing lists, or other ridiculous things.
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Oxenfree is free for a limited time. Highly recommend this platformer. Good stuff. https://www.gog.com/game/oxenfree
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Layers of Fear is free for a very limited time: https://www.humblebundle.com/store/layers-of-fear-and-soundtrack
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Yeah you silly @@Caelum. Fixed.
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Have you tried different cables? Tried plugging the faulty one into the other port?
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Using a nightly build is always risky because they don't necessarily quality check every single night. This is also why they *really* need to get a stable and official release out ASAP, so people know that they're downloading something stable.
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Did you open it from Pakscape while the game is open as well?
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Replace that shield with a briefcase, give him a cigar, a fedora and a tux, and he'd be a badass mob boss with that walk.
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Well you could definitely set up a bind or a vstr to run them, but it wouldn't be as convenient as just a simple command. Check out the tutorial below: [sharedmedia=tutorials:tutorials:7]
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What you are calling "scripts" are actually commands, and have to be programmed into the mod itself. I recommend asking @@Zyk to implement those shortcuts into his mod, because frankly it would make more sense your way anyway.