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Everything posted by eezstreet
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Uhm, if you're using the engine source, you're legally obligated to release that source code. If you based your modbase code (cgame/game/ui) off of SDK/OJP stuff, you don't have to release that code as long as it works with the original game. That's kinda the way the GPL works.
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Discussion - Vertex Facial Animations
eezstreet replied to Tempust85's topic in General Modding Discussions
It already does that but its super primitive. Don't use it. Seriously. -
so i herd that Ryse and Crimson Dragon sucked
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Discussion - Vertex Facial Animations
eezstreet replied to Tempust85's topic in General Modding Discussions
The lip-sync code from the game is ancient at best, and was designed essentially with 2D faces in mind (so this should already give you some idea as to how bad this might seem) Essentially, what you need is something akin to this (video of it in action) which allows you to set generate miniature scripts for audio files. When a script for a particular audio file is detected for a particular language, the game would interpret the script (or use the old method if not detected), which in turn would cause a change in facial animation to a number of different facial states, which I would assume the system would require as input. In order to keep the animation smooth and crisp, splines or linear interpolation (aka lerping, you might have heard these terms before) would be used (maybe embedded in the script itself? i have no idea). -
Tales From The Clone Wars - JKA comic
eezstreet replied to Kualan's topic in Art, Media & Technology
Off topic: thread title reminded me of: http://m.youtube.com/watch?v=nmFBelyMCCE -
Jedi Knight Facepunch thread
eezstreet replied to Dalekdaleksalek's topic in Jedi Knight General Discussions
hooray -
WIP: ROFF Exporter Plugin for 3ds Max...
eezstreet replied to Archangel35757's topic in Coding and Scripts
So I'm guessing that I can quickly glance at code and automatically understand how it works without a background in the actual content? I guess you can kinda see why that's a false pretense. I bet you can model in Blender and Milkshape too, since you know how to use a modelling program. -
WIP: ROFF Exporter Plugin for 3ds Max...
eezstreet replied to Archangel35757's topic in Coding and Scripts
How many times do I have to tell you... I don't know anything about ROFF files. D: -
Discussion - Vertex Facial Animations
eezstreet replied to Tempust85's topic in General Modding Discussions
Looks more like the artist's fault than the fault of the system itself. The tones of the texture don't match well, thus creating a seam. -
Discussion - Vertex Facial Animations
eezstreet replied to Tempust85's topic in General Modding Discussions
How is that any different from two separate objects in a modeling program? -
How would that tie into the game at all though, given the current levels?
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Back to the OT, what purpose would this serve in Gold Pack? Or am I missing something?
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[JAEnhanced] Gold Pack Discussion
eezstreet replied to therfiles's topic in WIPs, Teasers & Releases
I think you're forgetting the time that JK2Files got a C&D from BioWare over ported KotOR models. -
that moose is going to kick my ass
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Does saving and reloading, in effect, re-spawn the entities? I know that for players and NPCs it stores the playerstate (and possibly the entitystate too?), and it also stores current configstrings but I have no idea what else it stores.
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So I've wanted to make a JK2 SP mod for a while now that adds back in some cut levels, among other things: - Nearly every mission has altered spawning, and as a result, nearly every mission can be stealthed through (so Mind Trick isn't totally useless). - Restore cut mission cairn_stockpile - Add a melee and grenade button for sticky situations. - Alter saber mechanics to work more like JKG - SIGNIFICANTLY change the weapon progression so its more gradual: * Remove Det Pack and Trip Mine spawns prior to NS Streets * Remove Trip Mines + Detpack in Nar Shaddaa bar (only Bryar Pistol spawns) * Repeater now obtainable in Nar Shaddaa Hideout (Starpad has metallic bolts spawn in it already wat) * Since Stockpile is between Assembly and Reactor, this gives a 2 level gap between obtaining the DEMP2 and the rocket launcher) * Trip Mines now spawn in Bespin Platform (first obtainable in the game) * Det Packs now spawn in Artus Detention (first obtainable prior to Yavin); Bespin Undercity (first obtainable post Yavin) - Blaster-toting Trandoshans now spawn in NS Bar - Bowcaster-toting Prisoners now spawn on Artus - Weapons hit harder, sound more fearsome and have more menacing effects - ...and you take more damage from other weapons, too. - NPC AI improved. They will also use some interesting tricks as well - Mine Monster biting improved; can no longer fail to do damage in some situations - Howlers spawn in the swamps. Fast-moving and deadly, their howls are no longer sustained and instead deafen Kyle, allowing them an opportunity to attack. Their jumping attack inflicts knockdown. - Saber throw improved at lower levels - Removed Saber Offense and Defense from level load screens (always 0, no point) - Speed is no longer an activated power; must hold the force button to use it. Acceleration is no longer based on frame rate so Speed doesn't affect acceleration (previously it increased top speed) - More music tracks, improved musical moments. - More translations (Dutch, Italian, Polish, ...) - Added "Jedi Legend" difficulty, higher tier than Jedi Master. - API integration
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I don't think they work.
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He probably used the Bryar Pistol weapon.
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Midgar v3 has broken textures in OpenJK, but not in base game
eezstreet replied to Freaky Mutant Man's topic in OpenJK
@@ensiform I think the JA parser will only read the first line before the {} as the shader name, while the OJK one reads everything that isn't a comment. /me shrugs -
Nope. :/
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Are you using the JA+ client side? Try removing it. (the anims are fine to keep though)
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No comment about any of this.
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Back in the day, we confirmed that you could have up to 127 players in the game. After 128, the game crashed.
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I don't think you need to link the NPC to the waypoint. It should automatically determine what to do based on nearby waypoints. What type of point_combat is it?
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JA+ has known issues with OpenJK and we aren't really sure why. It's better to use JA++ at any rate. Does it work if you use /devmap?