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Circa

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  1. Circa's post in Issue with running the mod was marked as the answer   
    Nothing should go in base unless you plan on playing the base game. If you're only going to be playin JAEnhanced, your other pk3s can go in the jaenhanced folder, although it does load pk3s from both, it does not load DLLs from both.
    The folder structure in the ZIP file is how it should be in your GameData alongside the base folder. The readme says to drop everything in GameData and that should be all you need to do.

     
    Not sure what else to tell you, other than make sure your graphics drivers are up to date. Maybe try launching the .exe as administrator.
    You should try going to Documents/My Games/jaenhanced and deleting the files in there as well, its possible you had a weird graphics setting causing it.
  2. Circa's post in Adjusting sv_init.cpp was marked as the answer   
    In simpler terms, you have to edit the source code to raise such limits. OpenJK and its various forks already raise them a decent amount.
    Also like you said, there are a lot of Boba models out there that look really good already. Verts and polys will only get you so far before you need to also have a modern renderer to make it look worth using. There's a reason modelers still optimize their high res models to work in JKA properly. They still look great, just not as great as they would in a modern game with a modern engine and renderer like Battlefront II.
    It's best to aim for OpenJK's limits at the most. You could also look into making it compatible with rend2, which is an experimental modern renderer that can be used with OpenJK.
  3. Circa's post in Widescreen HUD was marked as the answer   
    JAEnhanced has this feature. Release should be out this week sometime.
     
  4. Circa's post in How to make a mp become a sp skin was marked as the answer   
    You can just use commands for this, but if its a skin with a lot of different versions you may need to open up the PK3 file to see what each .skin file is named.
    Here's a tutorial on the commands:
    The other way is to modify the mod itself so the skin shows up in the menu. You can learn how to do that with this tutorial:
     
  5. Circa's post in Tiny Textures! :o was marked as the answer   
    That usually means Radiant isn't pointing to the right base folder for the textures. Do all the shaders show in the shader browser?
  6. Circa's post in Kliff Edge's Leela Mod For JKA was marked as the answer   
    Okay, I finished Leela Jedi. I have to say, this model is kind of terrible by today's standards. It's weighted terribly. I made icons for the parts in the menu and fixed the JK2-isms so it works with JKA as best as it can.
     
    https://circa.im/files/jka/leela_jedi_SP.pk3
     
    I'm not sure I want to do the Civilian one, simply because it has a lot more parts to deal with and it'd take a lot more time.
     
    Kind of unrelated, but I highly recommend using Scerendo's female customization instead of this. He used parts of the Leela model but made them a lot better.
  7. Circa's post in Jedi Academy Animation problem was marked as the answer   
    I discovered/remembered the issue. It's an easy fix but if you ever want to use a custom animation mod, it will have to be fixed in that mod as well. Here's a pk3 to fix the issue:
     
    https://circa.im/files/jka/walk_fix.zip
     
    Open the zip, copy the pk3, paste it in your base folder.
  8. Circa's post in Door Open was marked as the answer   
    I assume you mean like in real life, how doors swing open?
     
    There should be a func_door_rotate that you'd use instead of func_door. But I'm not positive. 
     
    EDIT: Szico actually made a tutorial.  @@GPChannel
     
    https://jkhub.org/topic/10098-rotating-doors/
  9. Circa's post in What does zzz mean at the beginning of a pk3 file name? was marked as the answer   
    The game loads PK3 files in alphabetical order, which means the asset0-3.pk3 files are loaded first, and anything that comes after that alphabetically are loaded after, and overwrite anything that is the same in the previous files. So if you have a mod that changes the skin of Tavion in a pk3 called aSkinOfTavion.pk3, it wouldn't overwrite anything because the assets are being loaded after it, thus overwriting the pk3.
     
    So, many people put the letter Z in their file name so it is loaded either last or as far down the list as possible, ensuring there are no conflicts with other mods that may change something theirs does.
     
    In my opinion, its a bad habit to get into. You should only put Z's in your file name if you know its going to cause issues with other common PK3s. Otherwise you should just name it something normal, and let the user put Z's on it if they need to. I like to keep my base folder as organized as possible, and I make sure only the pk3s with Z's are the ones that need it. Otherwise it just makes it harder to find things.
  10. Circa's post in File Approval Slow. was marked as the answer   
    Also, and I've explained this a few times already in other threads and statuses, but we are doing a huge amount of work behind the scenes with getting JKHub 2.0 up and running. It's been a lot of work and there's still a lot to do. So a lot of our time that we'd be spending doing file approvals and moderation are mostly being spent working on that. So yes, file approvals are slower than normal lately, and I apologize for that. But hopefully you understand why that is. I'll be sure to be a bit more proactive with it when I can.
  11. Circa's post in Force Lightning Sound FX for Jedi Outcast was marked as the answer   
    Make sure its actually a wav file and not just a renamed mp3 file. If it muted it that just means it's not actually working.
  12. Circa's post in An error occurred | You are not allowed to use that image extension on this community. was marked as the answer   
    You need to use an image hosting service such as Imgur.com and then use the link it provides.
  13. Circa's post in Editing Lightsaber blade colours (Different variations) was marked as the answer   
    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.
  14. Circa's post in JK:JA App Store Ver. Mod Help? was marked as the answer   
    The path to the base folder for the App Version is hidden somewhat deeply. You'll need to get to the user Library holder which is hidden by default.
     
    You can get to the Library folder by going to Finder, go up to the Go menu, hold down the Option key, and click Library.
     
    The base folder is in this directory:
     
    /Library/Containers/com.aspyr.jediacademy.appstore/Data/Library/Application Support/Jedi Academy/base I recommend making an alias/shortcut for it elsewhere so it's easier to find.
  15. Circa's post in Weird crash was marked as the answer   
    The textures were saved as Progressive, which makes JKA crash. Open them up in GIMP and save them again, when the JPEG window comes up, make sure Progressive is not selected. Instead just standard or optimised or whatever GIMP calls them.
  16. Circa's post in 'Go to first unread post' icon is broken was marked as the answer   
    @@Sentra they should be back, and with a pixel increase for those with HD and/or retina screens.
  17. Circa's post in Can't upload file! was marked as the answer   
    It needs to be a zip file. It tells you that if you click on "What type of files can I upload?" on the form.
  18. Circa's post in Any way to make the player WALK by default instead of running? was marked as the answer   
    Controls -> Other -> Always run: No
  19. Circa's post in Holster Lightsaber Mod? was marked as the answer   
    Thats why it's in the that mod. It's never been done for SP before, so it was one of my big goals for JK:E to have.
  20. Circa's post in Chat Icon issue was marked as the answer   
    Are you using TGA format? I recommend just using PNG format. Much easier to use. You can remove the black background and just save with transparency.
     
    Check out how I did this:
     
    https://jkhub.org/files/file/2194-high-quality-chat-icon/
  21. Circa's post in Model/Bot Scaling was marked as the answer   
    Are you asking for OpenJK or baseJKA?
     
    baseJKA - no
     
    And I'm assuming the same goes for OpenJK as well, though I'm not one to ask.
  22. Circa's post in Textarea white-space should be pre-wrap, not pre was marked as the answer   
    Sorry, I was on vacation all week. I could only check the site from my phone.
     
    I've messed around with it. Has anything I've done help now? @@mrwonko
  23. Circa's post in NPC Won't Spawn was marked as the answer   
    @@JAWSFreelao
     
    Oh. Your issue is probably that it's loaded before the assets, due to the file name coming alphabetically before them. Rename the pk3 to zAhsoka_Tano.pk3 and it should work fine.
  24. Circa's post in Sketchfab Embed was marked as the answer   
    I just enabled it. yeah, just copy the BBcode that Sketchfab gives you when you click "Embed".
  25. Circa's post in OpenJK.app was marked as the answer   
    .warnbox { background: #e3f6e5 url( images/icons/exclamation.png ) no-repeat 9px 10px; border: 1px solid #b4e3b9; color: #475949; }

    Moved to OpenJK Discussion.


     
     
     
    @@Doby Yeah, follow that tutorial. Gotta put the apps in same folder as your base. And make sure you get SDL2.
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