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DarthDementous

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Everything posted by DarthDementous

  1. the audio for the opening cinematic is baked into the video. I don't know how to edit .roqs (cutscene format) but I'm sure someone here does.
  2. @@GPChannel I finally put my mic to good use and re-recorded all of Tavion's lines. Here's a sneak peak: https://www.dropbox.com/s/j46yhslsdwmmtbp/01taa002.mp3?dl=0 https://www.dropbox.com/s/mm9jp7lz2u6xgwk/19taa002.mp3?dl=0 https://www.dropbox.com/s/q58plx5r2b3xc97/29taa006.mp3?dl=0
  3. Whew, I have been busy today. I went about really experimenting with different plugins to create that authentic Kylo Ren distortion and I'm quite happy with what I came up with. This is a read through of all of Tavion's lines as Kylo Ren: https://www.dropbox.com/s/b1l6s4c25f0daxu/kyloren_jka_izotope.wav?dl=0 Also of note, I was just able to borrow a microphone and wow does it make all the difference from a Mac's internal speakers haha. Take a listen for yourself to compare (these are lines from the movie): https://www.dropbox.com/s/1gx8df88nhgy5o7/kyloren_goodmic.wav?dl=0
  4. Welp, a whole page of posts are gone due to the blackout of the site. PM me @@GPChannel if you need anything more voice wise.
  5. Congratulations on the sub-forum! Hopefully this helps bring attention and most importantly help to the mod.
  6. wow, just spent the entire day with this incredible mod and the watchful and incredibly insightful/helpful @@UniqueOne on IRC. let me preface this by saying that you absolutely should get this mod if not to marvel at the potential this has. there's a few maps with the foliage generation tested to its absolute limit, literally hundreds of thousands of trees, grass and flora over an impossibly big landscape for JKA. jetpacking up high above the trees revealed massive sweeping terrain and when I asked on IRC it was affirmed that their plans are not to create boxy 'maps' but rather worlds, and the foliage generation is the first step. if vegetation can be procedurally generated then why not houses, or even cities? they're all just .md3 models that hide themselves based on draw distance so as to not tank fps (something I would've been able to see if my drivers hadn't been messing up at the time). on a smaller scale there could even be different sets of foliage based on the environment and planet. but that's far from the most amazing thing. when I learned this could be done on every single map ever made for JKA I was astonished. it uses a clever algorithm to find surfaces with the q3_grass surface shader and also looks for textures including the word 'grass' to create terrain over, its extremely customisable as well you can set the density of foliage and how many dense tree clusters there are. the next 'procedurally-generated' marvel of this mod is the automatic AI pathing that is even more customisable so that you can properly create waypoints for your npcs, its difficult to get the hang of and grasp but it essentially means you can have proper AI battles and navigation on every single map. its actually rather cool how the npcs work in the mod, you specify the minimum amount you want to be spawned with /npc_enemies and it always keeps it at that level, randomly spawning npcs based off pre-defined 'spawngroups' to keep it at that level of enemies. I was able to make it so on x-sith temple (RP map on Korriban) there were KOTOR-era sith students and masters, alien slaves and even Darth Nihilus and Sion were wandering around. it really gives a map life and has great rp opportunities even in its current state. other fun little features UniqueOne told me about was the amusing text to speech way of talking, an auto-generated voice best mimics the voice of the character you have chosen and says whatever you specify with /tts "Your message here". I should also mention how amazing the custom renderer makes Jedi Academy look, pure eye-candy with some post-processing that actually cleans up and realistically lights textures as well. it also helps that there's some very nice glowy blaster and saber effects that you'll be familiar with if you played JKG. I hope that a server goes up some time because it'll be interesting to try out the new game mode of Warzone that pits you and AI against each other Battlefront style. it literally can be played on any map because the auto way pointing also generates team spawns as well and ensures that you both spawn on the same side. was an absolute delight exploring this mod for the whole day and I will absolutely be around to test whatever new thing arrives.
  7. amazing, great idea to get this in the hands of the community so early. I'll give this a try a bit later and report any notable errors or crashes in this thread (unless you'd prefer it to be in the IRC? I just think you'd want a record of all this stuff.
  8. Nice! This really seems like a continuation of JKG what with the beautiful effects, attempts to improve AI and numbered hitmarkers. I really like the UI, it reminds me of SWG. The radar is also quite a nice addition, no real complaints here. It reminds me of the Destiny one and I'm sure it'll be useful in making sure you don't get flanked or are able to find the enemy.
  9. How much of that Korriban and Dantooine map was done? I'm sure that if you released the source files there'd definitely at least be one mapper happy to continue it. This is all dependent on whether the original creator agrees with this I'm assuming, but it would certainly be a boon for those who crave KOTOR maps.
  10. Not sure I agree. The texturing doesn't resemble Snoke at all and the skin isn't the right colour. However the head shape-wise could possibly produce a good re-skin but the warped and disfigured nature of his face means a model would be needed to do it justice.
  11. Hey guys, Snoke is one creepy-ass twisted deformed evil man hence why I'd like to see him in JKA. I found a TFA video called 'Before and After VFX' (original was taken down) but I was able to grab pictures of an unlit Snoke and head-busts that were in the video:
  12. He meant he hopes @@DT85 is using these ported models as reference for his own to improve and hopefully do more variations on the First Order stormtrooper now that there's a 3D model to source from.
  13. That's good, I was more referring to her absence from the community but that makes sense. JKHub is just a distraction/hobby after all, good if you want to practise certain computer skills but its certainly not going to get you a paying job.
  14. Rip in pepperonis Inyri Forge. If I'm understanding the point of this correctly @@CrimsonStrife will be making both Revan and Kylo, but the poll determines who is made first. I was just suggesting that it would be fair for Kylo Ren to be first because there's no models of him like Revan.
  15. Yeah, that's not what I meant. A model is something created from scratch, not from multiple pieces of other models. That's called a kitbash, and if an entire model is borrowed and just re-textured then that's just known as a skin. Also there are a few Revan models. Almighty Gir's Revan MB2 had an old Revan model Jedi Knight Filefront had another one, but seeing as how that's dead now it doesn't really count.
  16. Hey man, I remember you from the FileFront Gaming Forums. Good to see that even though the modding scene has died down there's still people from the old-guard returning. I voted for Kylo Ren because it'd be the first model of him, rather than Darth Revan who has quite a few models with varying interpretations.
  17. Fantastic work DT, can't wait to see the rend2 version
  18. Hey guys, So I installed OpenJK successfully and got the rd-rend2 dll (build from around June 20th is the latest I could find) but everytime I change the render system with cl_render it crashes and logs this error: Trying to load "rd-rend2_x86.dll" from "C:\Program Files\Steam\steamapps\common\Jedi Academy\GameData"...Mismatched REF_API_VERSION: expected 7, got 15Couldn't initialize refresh
  19. What special things need to be done to the mesh in Blender to make it export with textures for .ase? I don't think it'd be the same deal with md3shader on each object. Still puzzles me why it isn't working because there was a MUCH bigger one that exported absolutely fine.
  20. Certainly not bigger than the other modules. Okay fine I'll give you the Blender file just don't judge me for anything...questionable in its content: https://www.dropbox.com/s/pkhfx9xr99k2oyl/kashlandingplat_walkway7_largewithbigtrunk.blend?dl=0
  21. Hey, so after many successful attempts of turning Blender files into .md3 by applying a md3shader with the texture to every single object mesh it suddenly refused to do anymore files. The one I'm trying to convert is incredibly similar to the others, same sort of structure yet it's not exporting properly. Instead it throws out this error: Traceback (most recent call last): File "" line 317, in execute save_md3( settings ) File "" line 325, in Save s.Save( file ) File "' line 66, in Save self.normal struct.error: short format requries SHRT_MIN <= number <= SHRT_MAX location: <unknown lcoation>: -1 Note: "" is obviously placeholder for my actual directories Any help would be much appreciated!
  22. Oh wow sorry forgot to post my status in this topic. I used the q3map2 GUI importer instead and that progressed past the warning and lo and behold it compiled fine. Now that'll remain to be seen when I add in the next load of misc_models but fingers crossed for now.
  23. @@Asgarath83 I think I understand what you're saying, if I increase the thickness of each of the surrounding brushes then that'll stop the leak, yeah?
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