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Circa

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Everything posted by Circa

  1. Do what you want. Nobody here will stop you from doing any of that stuff. You can't release it into our file section is all. You put yourself at risk, not our website.
  2. Not really sure what you said there, but I'll assume you're asking how we determine if original work was done. Porting a model is not original work. Especially with Blender, its not really that difficult to do. Think of it as taking a sculpture that is needs a stand or a base in order to stand up on display, removing the old stand and putting on a stand from another sculpture. Neither sculptures were yours. You did the work of removing and installing the stands but no part of it is yours. Think of the sculpture as the model, and the stand/base as the skeleton and format of the game. You didn't make the model, but you're taking it from one format to another, and then releasing it under your name. Even if you say its not your work but its a port, you will be at risk for the company that did​ make it to take legal action for using their model without their permission, and you will also fool others who don't care to look at credits or descriptions into thinking you're an amazing 3D artist, when you're not. It's a messy situation, and you won't gain much respect in a modding community by doing it, because there are extremely talented 3D artists that dedicate hours and days to creating exactly those things.
  3. Raven Software had said at one point that moving assets from JK2 to JKA (and vice versa) is fine. Keep in mind though that the amount of assets in JK2 that aren't in JKA already is very small. And yeah, if you​ want to port stuff like that and release it on your own, that's putting yourself at risk. But putting the whole website at risk is something we have to take into consideration. We have a fairly loose stance on ported material these days. Our rule is if your mod contains ported material, it has to contain a majority of original work, for it to be approved. Even that is putting us at risk, but a minimal one.
  4. Just because the studio isn't making money off of it anymore doesn't mean the publishers aren't either. Disney and Lucasfilm own the rights to all Star Wars titles, old and new. Doesn't matter the age. It's their brand, and they can choose to send a C&D to anyone that is using it, even if its not for profit.
  5. Yes. You need to use an image editing program to change the color of them. Though you might as well go look at the dozens of blade mods that were on JK3 files. Most of them claim to be movie-accurate. Go here and search for "blades" in the title box, and you'll see. I personally like these the best: https://jkhub.org/files/file/1839-episode-3-blades/ But saber blades look slightly different depending on the film, which is why there are so many mods for it.
  6. Agreed, I had hoped to do that in JKE. I made a personal mod years ago that disabled the turning completely, and just had them walk at a 20 degree angle (or something like that) so you could get a good look at it but didn't have to wait for it to rotate around every 30 seconds. Manually rotating would be an excellent solution, but not sure it could be possible without code changes. I could be wrong though. Not sure what the menu system is capable of.
  7. Sounds like an issue with JediMod rather than JK2MV, though I have no experience with JediMod at all. I doubt JediMod is being worked on still, so there's probably nothing that can be done for that.
  8. I'm usually not a fan of climbing maps, but the quality and atmosphere of this one is great. Good job Art!
  9. o.0 How else would you compare them, without comparing visuals? How would you propose it be tested, then?
  10. Not saying they don't mostly work but some animations don't work properly.
  11. JK2 models in JKA don't have the left hand tag. Just try using dual sabers with a JK2 model in JKA, and you'll see. Especially if you do that obnoxious kata.
  12. Well I opened all the vanilla sabers in Blender to check out the postitions. Seems like they are pretty inconsistent themselves. The katarn saber is drastically shorter than the rest of them, which explains why custom ones appear shorter, even if you don't have the saber in your base. I figured the default was 40 since all the vanilla hilts were 40. Staff lengths are definitely shorter, yeah. In their .sab files it says 32. A possible solution would be to hardcode a length somehow starting from the playermodel's r_hand tag? Or a skeleton bone. That way it would be the same for anyone, no matter the hilt being used. As in, make the damaging portion be the same, and the cosmetic blade be separate. So you could have a length of 10 but still get the reach of 40, or a length of 80 and still have the length of 40. Otherwise the tag/position issue is going to always be a problem. Or change how the playermodel holds the hilt model. Instead of using the origin of the model, have it hold the model a certain amount of units below the blade tag. Not sure if that would be a thing you could do server-side or not. And before someone comes saying "Just use the vanilla models if you care so much!" - we do exactly that. I switch to a vanilla model when I'm dueling, but its nice to use my own saber model that I made. I'm sure others would agree.
  13. This happens with any custom saber, no matter the setting in the .sab file. The one pictured above is set to 40. I even tested the vanilla Luke saber, since it's not available in MP by default. I set the "notInMP" to 0 to test it. Still shorter as well. Might be the tags, I can test. It will be a pain to go through all the custom sabers used on my server to adjust the tags to match the vanilla ones, but I'll see if that's the issue. If that's the case, how would this mod I made affect things: https://jkhub.org/files/file/2201-fixed-saber-hilts/ I only have these in my base folder, not on the server. They don't seem to affect anything. I made that mod because the tag where the player holds the hilt is at the bottom, which is completely unnatural.
  14. Try this: http://circa.im/files/jka/km_BH_MP.zip
  15. Well, I can make it work with MP, but keep in mind that the bots will also be using those animations with normal sabers. There's no way around that issue.
  16. So anyone that has played JKA MP and used mods has noticed that when you use a custom saber model, that's on the server and in your base folder, the blade length is shorter than using a vanilla saber. It's slight, but it can make a difference and give you a disadvantage. For awhile I just assumed it was cosmetically shorter but perhaps was hardcoded to all be the same length, no matter what, to avoid such disadvantages. But further testing has shown that's not the case. Is this fixable server-side? The length of all sabers should be 40, as shown in the .sab files. Here is a screenshot showing the difference. Its not the perfect comparison due to not the exact same angle, but in-game you can see it a lot better. vanilla saber: (single_9) Custom saber hilt: I could make a video if it's needed, but maybe you guys already are aware of this? Edit: to be clear, this is an issue with JKA, vanilla and OpenJK. Not specific to either. Its something I think should be fixed in OpenJK.
  17. this one? https://jkhub.org/files/file/1641-%7B%3F%7D/
  18. A SP animation mod should work for MP depending on how it is implemented. If its only available for a certain NPC, you just have to rename the .gla and animations cfg to _humanoid.gla and animations.cfg.
  19. I played it as a kid but I was never a fan of it. I preferred the TPM game and Jedi Power Battles, though those were for PS1.
  20. Yes, that will definitely be a thing, probably out of the box with JKH 2.0. I had tried doing that here a few years ago but this custom theme is so custom I was terrified to do too much. Internet Explorer won't be supported. If you're still using that ancient browser, stop. Making a site responsive can be tedious but it's worth it in the end. 80% of my personal browsing on here is from mobile. I want it to be a thing more than anyone else, I'm sure.
  21. This is amazing. Everything you do is such great quality. Love it!
  22. Toshi's looks better for JKA, tbh.
  23. Running as admin? Maybe even run in compatibility mode as Windows 7 or XP.
  24. Well first of all, MB2 is just Jedi Academy. There's nothing special about the models for that mod. Second, you can find hundreds of tutorials on modeling characters in 3ds Max on the internet. The only things relevant to putting them into JKA will be after you finish making the actual model. You only need to worry about that when you get to that point.
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