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Everything posted by eezstreet
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TGA is bigger when outside the PK3, but is the same size as a PNG when inside the PK3.
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pls more weapon models + animations tho D:
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I do know that Kothos twins have VERY cool unused lines, these should be implemented for sure. I have no idea why they were cut.
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There might be missing lines like that for JA. I haven't documented JA fully.
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Hi, Through some rather convoluted means, I finally acquired the master copy of the chars/ folder for both JK2 and JKA. My Fixed VChat mod makes use of dialogue in the master copy which is missing in the original game. There are still many other things which I can fix in the base game (missing jump and land sounds for Jawa), however I am concerned about what we can do with this mod. As you are probably aware, Raven recorded multiple versions of different lines. These versions could involve different emphasis or just be phrased differently. Some will be included in this mod as alternate dialogue which is picked randomly. There's a few other interesting things, which I will discuss... So, Kejim Post. Remember how Kyle has to find three codes to proceed to Kejim Base? He'll say stuff like "Looks like an imperial code" etc. Interesting thing is...those lines are recorded for both Kyle and Jan. Make of that what you will. Secondly, I wanted to implement a callout system similar to PAYDAY or Left 4 Dead. The player can call out enemies and the AI will target them specifically. Depending on position, some missing dialogue would play ("Jan, behind you!" "More of them, over there!"). Jan can also call out enemies behind you. Third, I wanted to implement an idle system. When you visit Jan at computers, she may ask you how you're doing ("How are you doing?" "Are you ok, Kyle?") and Kyle will respond based on his health. Fourth, when finishing killing a group of enemies with Jan, I wanted to make her either praise you or gloat, based on how many enemies each of you killed. ("What would you do without me?" "Nice shooting, Kyle!") Fifth, there's dialogue for when an NPC is blocked. They'll say something to signal the NPC to move ("Make way!" "Excuse me.." "Get out of the way!")
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The naming is irrelevant. Name it whatever you want. Walk sound is animevents.cfg related.
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Add the anims in and I'll see what I can do about making them work.
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Version 1.1
375 downloads
Background As you are all aware, all characters using VChat sound like Jaden. This is really weird for some characters, like Stormtroopers, Rosh, etc. The reason this happened is because of a mistake while manufacturing the CDs. Each character needs att_position, att_primary, etc in order to use customized VChat correctly, and due to mistakes, these files never made their way onto the disc. Movie Battles II (somehow) got these files and have agreed to let me modify their files for general public use. Fixed Characters The following is a list of characters which have been fixed: Alora Boba Fett Cultist Female Jedi (?) Hazardtrooper Human Merc Imperial Jedi Kyle Luke Noghri Lannik Racto Rax Joris Rebel Pilot Reborn Old and New Reborn Master/Twin/Kothos Rockettrooper (?) Rosh Imperial Saboteur Shadowtrooper Stormpilot Stormtrooper Swamptrooper Tavion, old and new Q: Will this work in all mods? A: No. These are just sound files, and they will work in any mod, except MB2 which altered their vchat code (they are working on it) Q: Why no aliens? A: No lines recorded for vchat specifically. I may convert some extras, but it's better to have English-speaking vchat -
I agree, the textures could use some work, especially the eyes.
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Well, the interior might not be able to be in the base game. I might have to code that part separately.
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It might if it's more than just the player (academy1 comes to mind since there's lots of NPCs). You might be able to save on performance considerably if you use one ghoul2 instance for the entire model as opposed to multiple instances. Each instance has multiple indexes (up to 4 if I recall what @@Xycaleth said to me correctly). It's important to note that the vertices aren't actually passed to the renderer in the case of a *off being used. However, each additional instance requires more processing to be done. Try using G2API_CopyTo (I think) and see if you can get good performance out of it - I don't think you'll get that much of a performance drop, in all honesty. I would think the process would look something like: - Load up base mesh - Get all the extras that we need to handle, and load their GLM files as separate instances each - Copy all of the instances into the base mesh instance, on a separate index - Kill the extra instances - On frame refresh, make sure all the extra indices are being copied over (for some reason I think it needs to clean up the instance and refresh for whatever reason, I can only speculate)
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Doesn't really matter if it's animated, I would prefer to use ghoul2 as it's much more flexible. AT-ST shouldn't require animation for its viewmodel though.
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Cockpit view is doable for the AT-ST via code. I thought about doing the same for x-wings and stuff back in JKG. I'd like to see a good cockpit view in JK2 though for sure.
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Hi, Sorry for the late reply - I can make as many custom download fields as needed, so it's perfectly possible to specify a different license for code/assets. I suppose the problem is that we don't have a generic "Total Conversion" or "Mega Mod" category (or do we? I don't recall) I was thinking about adding a field for Compatibility for code mods too (to specify whether Linux/Mac version is included)
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I'd like to see each merc type have its own unique perks. So for instance, what you're doing with trandoshans to make them tougher, I would go ahead and maybe make something like... Weequay: More HP, move slowerTrandoshan: Taller, slightly more HPRodian: Weaker, mob-likeGran: No change ("grenade" special type)Human Merc: No change ("generic" enemy)
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Ent-modding, yeah. I did a bunch of ent-modding for that JK2: Uncut mod to make it work in JKA. If I'm inclined, I might modify the maps to have more point_combats and waypoints in order for more tactical AI. There's tons of flags on point_combats in particular which aren't used. Might make things very difficult/easy though.
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See the Trandoshan thread - there have been several suggestions for new species and other changes to mercs. I think the R2D2 model just needs a new skin. I recall BlasTech making a bunch of new droids (including a new Probe model) and some of the base reskins made the original models look excellent.
- 104 replies
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- Suggestion
- Models
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no pls no JA stuff, JK2 sabering is the besticles
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I like this idea. There are a distinct few weapons where it would make no sense to recharge at all though (metallic bolt weapons function similar to real-world weapons, so those definitely need a real reload animation) and there are also some which definitely have a magazine on the model (rocket launcher, blaster rifle, etc). So yeah, I support your idea, I just think there are a few exceptions.
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- Discussion
- JK2
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[Request] Mace Windu model improvement
eezstreet replied to Lamented's topic in Mod Requests & Suggestions
People are busy on their own projects or may not be all that interested. I'm not invalidating your request here, I'm just saying that there's valid reasons why it may not be fulfilled. -
Our port rules prohibit only mods which are whole ports. That skeleton model wouldn't be good to upload here, but having the head as part of your frankensteined model should be fine.
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It's a possible option later on, but I would like more peoples' opinions on it. Needs another thread, I think.