Brownjor10
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Everything posted by Brownjor10
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What do you mean with the mouth? do you have the shader set properly? If the shader file isn't in, then yes, the mouth it screwy. The bartender dance may be an issue with base jedi academy. Sorry. The base bartender has a glitch dance. I changed some code and got him acting right. But his current AI may be wrong on the neutral npc. Are there issues with the other 2? I can look into the neutral one.
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- 8 comments
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What exactly do you have to do different with a jetpack model in order to make the flames appear how they are supposed to? I figured they would have programmed the flames to come from tags when you take off flying as a certain class, but have recently found that not to be true. So what do you have to do to get flames to come out? And why do some characters (when class_boba) shoot the flamethrower straight down from their waist, rather than out from the arm? That's an issue I've found with some other models of bounty hunters that people have released. I kind of want to fix some of the broken ones for my game...
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Version 1.0
600 downloads
Hey guys. Been a while since I've released a file. Been busy working on some hard to make guys. Here is one. I've watched some of you guys in the forums struggle to get a working model of this guy in game because of all the pieces, and I've wanted him for a long time, so I finally mustered up the courage to try it myself. Some parts are good, some are a little blocky, but he can spawn and doesn't have any issues I've found so far. So, I'm happy. If anyone wants to update the textures or apply some nice shaders, please do. I'm just excited to finally have this little guy in the game. I have a few different npc versions for you too: - npc spawn n_proxy (simple proxy that just stands around). - npc spawn proxy_maul (looks like proxy, but acts and sounds like Darth Maul.) - npc spawn proxy_obi (looks like proxy, but acts and sounds like Ep III Obi-Wan.) I would recommend replacing the lightsabers with the real Darth Maul and Obi-Wan saber hilts. I only didn't include them because I've had them so long that I didn't know who to credit for them. :/ As for the model... I used pieces from: -Grevious - neomarz1 -Bx Droid - Lervish -C3po (textures) - RJA -IG88 - LastWish ...and a few random in-game models for tiny pieces. So, thanks Raven.- 8 comments
- 8 reviews
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HELP coding Rakghoul disease from Kotor.
Brownjor10 replied to Brownjor10's topic in Coding and Scripts
So, I've done some new code adding and created my own spawn function now. It works. Problem is... it always spawns the new Rakghoul at the center point of the current level. I've been trying to set up a radius spawn, but I can't get it right. How do you get the code to record the last known position and spawn the new Rakghoul there? -
HELP coding Rakghoul disease from Kotor.
Brownjor10 replied to Brownjor10's topic in Coding and Scripts
How do you put in a spawn command on here, though? you can't just type "npc spawn rakghoul" like you would in the console. That part has been confusing me. Thanks for the help too, by the way. -
"playermodel *name*" only works if there is an npc using the model. the playermodel code updates your saber, force powers, and stats, based solely on the npc character you are mimicking. Create an npc for the model, name it what you will, then go in game and type either "spawn *what you name it*" or "playermodel *what you name it*" to turn yourself into him. Since everyone is messaging me, give me a few days and I'll update the model with an npc named "finn" and "finn_gun" to help you guys out. But I'm mid-weapon coding right now. I'll update soon. Sorry to leave you guys hanging.
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Hey guys, I'm not really on the forums all that much, but I was wondering if anyone a little more code savvy, as I'm just learning and have only coded a weapon and some follow functions, could help me with something. I'm trying to mimic the Rakghoul disease from kotor 1. I want to make it so that if an npc named "rakghoul" kills an npc, the game spawns npc "rakghoul" at the last known enemy location. So, essentially, if a rakghoul kills someone, it spawns another, as if they were infected and turned in to a rakghoul. I've been playing around but can't seem to figure out how to make it work quite right. Like a zombie effect.
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This is totally amazing. It really is. Literally the only complaint I have is the decision to make saber throw a force power, rather than an alternate attack. Mainly because 1.) you didn't add any new moves to take it's place, so most lightsaber forms just lost 2 button functionality, and 2.) for those of us who use hotkeys (like me) there isn't much room to be adding it to another key. and making it be mouse2 makes all the gun's secondary attacks need a separate button now. So, for people who are used to normal jedi academy, it's actually a hindrance on game-play to have that change. They rest is pretty awesome though. Oh, and if it's possible to, in the future, change how force destruction works to explode on impact like a noghri blast, that would be better. Programming it like bullets makes people able to deflect it and makes it worthless and suicidal to use against any jedi class better than a reborn.
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Version 1.0
3,248 downloads
Hey guys. I've really enjoyed some of the EP7 models people have been posting, so I decided to help out. I used the EP5 Luke with the Mercenary Kyle jacket and some simple re-texturing and re-shaping. Hope you guys like it. I would recommend using the Episode 4 Luke saber if you make this guy in to an npc for yourself.- 40 comments
- 36 reviews
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- 7 comments
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- 21 comments
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When I spawn him in game his clothes are all invisible on one side. When looking at him head on, I can't see his cape or inside of his hood, etc. Does anyone happen to know what causes this issue? It's something to do with the fact that they are flat surfaces and not 3d polygons, but I'm not sure why my game does it with certain models.
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Dude, I think all the work you have been doing is just awesome. It's exciting to have any new models at all, and especially wonderful when someone goes all out like you have. I really can't wait for you to publish some, or the whole pack. The 3po with the droid head is something I've been wanting forever but it's just been low of my to-do list. And the new grevious cape looks great too. And while some people have complained randomly in the past, I'm all for as many new jedi or whatever models that we can get. It's just opening up doors for the future. Who is to say there won't be a jedi or sith character come out in a comic or movie in no time and all we will have to do is a quick reskin of an alien headed jedi that you already made. Personally, I don't care if you make a ninja turtle in a jedi rode or put a rancor head on r2-d2. It's still new and something to be used. Can't really complain. Anyway, again, really looking forward to the release, man. Keep up the great work!
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Maybe this is just me, but this caused a huge issue for me. After I installed it, it overwrote my normal rancor somehow. Now spawning the rancor spawns him, even though he has his own npc file. And I had a terantatik someone made, but it tries to spawn them both when I type spawn teran, and always crashes the game. Did anyone else have their rancor overwritten? I'll try to work it out. Amazing model, though. Thanks for making it.
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I used parts from a few models and reshaped them and then put it on the Jedi Academy skeleton and re-weighted it so it could be used in game. But yeah, I used the head and neck guard from ragnos, just reshaped. Stretched the armor and collapsed the horns down in to a flat top like Naga had. Easiest way to get a "true sith" head that looks nice. haha.
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Dude, actually I just looked him up after playing the kotor valley of the dark lords tombs. I'm working on all the Lords and want to do Freedon Nadd with his short orange saber too after that. But after you said this, and I saw them, I want to work on a set of 3 or 4 sith species warriors. One for each class or something. Marauder, sith lord, inquisitor, etc. Thanks for telling me about them. Must have skimmed over the info when reading his bio. They look awesome.
- 15 comments
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Version 1.0
1,790 downloads
This is my first mod/model release of the many, many hours and years I have spent editing and altering the amazing game that is Jedi Academy. I have a pretty decent sized stockpile of extended universe characters that I have made that I will be releasing soon as a thank you for all the mods and work of everyone else that has made my years with the game so damn addictive. To the mod: Here is my mod/interpretation of the ancient Sith Lord Naga Sadow. I didn't include the npc I've made because I have learned many players do tend to balance their experience differently and I tend to overpower enemies a bit. Mainly because once you learn the combat it's easy to get a few vital swings in. Anyway, I hope that you enjoy it! Just drop the .pk3 inside the .zip into your Jedi Academy/GameData/Base folder! Thanks to the original team for Marka Ragnos, who is highly altered, and Almightygir for parts from his Odin model. *I also included the .3ds model for anyone who wants to modify it, for ease. I am bored heavily by copyright and think it is silly, so credit or not, feel free to have fun with anything I ever release. This is all for fun by the people who care about itw. There is no money to be made and even if there was, that isn't why we all do this. Just keep being creative. **Issues: There is some small clipping during more dramatic animations of the cape, but it follows his legs pretty well. And his shoulders a little in overhand swings, but neither is really noticeable. Just saw it while watching the animations in ModView.- 15 comments
- 23 reviews
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I really don't mean to sound overly rude, but it would be great to see these maps for single player. I really refuse to believe you couldn't release them if you wanted to and them work. A map is a map. You guys made them to not work without your mod. Considering you took loads of content from the comunity, it is kind of selfish to lock off your work unless people give up their entire jedi academy modded game and ONLY play your mod, as you want it to be. Kind of messed up. I apreciate the work. Really. Don't take me wrong. And it's a great mod. But there really isn't any justification for choosing to hold your creations hostage unless they play only this. You aren't obligated to release anything at all, and thanks for sharing this. But, the entire idea of a modding community should always be about sharing and bettering the game for everyone. You take parts, you give parts. And this drm style to hold great content because you want stars and downloads is a little... hard to understand. I don't mean to attack or anything. I'm working on a lot of new models that I am about to release, but I've never gotten people's need for a spotlight and credit. These groups are best when everyone gives and supports all creativity that is present. That you for all the hard work, though. Great animation work as well.