Ramikad
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Posts posted by Ramikad
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Also I can't get the wavy/see through effect for the water.
Hmm. Did you follow the tutorial correctly, and did you add the new shader in the shaderlist.txt file?
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Agree with all IrocJeff said. One more couple of suggestions: use a grass sprite shader for the texture, and improve the water: http://jkhub.org/tutorials/article/62-realistic-water/
I'd extend IrocJeff's suggestion to interiors too.
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I think the new saber was a part of his training, and thus more "personal"; that may be the reason why he left Yun's lightsaber behind.
The LA Goggles simply don't seem to work correctly as they did in JK2. Instead of the orangeish hue they show nothing, they have no practical usefulness in JA. I'm not sure, but I think OpenJK fixed that. And the Dark Forces mod also did something with them, if I remember correctly. I don't know if Gonk recharge the batteries.
BruceJohnJenner likes this -
One question about the game: If Kyle left his lightsaber with luke after the events of Mysteries of the Sith, why is the blade blue when he gets it back in Outcast? Yuns lightsaber that Kyle picked up in Dark Forces II was yellow IIRC.
If I remember correctly, after the ending of Mysteries of the Sith, Kyle builds a new lightsaber, leaving Yun's saber behind.
In regards to inventory items, they're still present in Jedi Academy, though they're simply not used. You can still bind keys to invnext / invprev / invuse, and as far as I know the only bugged item is the Light Amplification Goggles. In my experience, the Bacta Tanks also are somewhat buggy, and can only be used with the specific use key instead than the generic "use held item" key. Aside from that, the inventory is still all there.
BruceJohnJenner likes this -
It's still possible to make objects, which can be affected by the Force in JA. But it is made in GtkRadiant and with scripts, so via new maps.
Exactly. In the specific, misc_model_breakable can be force-interacted setting its gravity to 1 and mass to... anything viable. Quoting from the entity description, "Default [for mass] is the size of the object from one corner to the other, that works very well." Also, throwtarget should make the object throw itself towards the entity with matching targetname, but never really tested that.
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I believe that's an option in the Setup menu. Make sure you have "Force Player Models" and "Defer Player Models" set to Off in Game Options.
Redeemer of Souls likes this -
I believe you can simply change the color of them looking for the correct text in the .STR files, using the typical ^2 (green), ^4 (blue), and ^1 (red). It works with the briefing text, so it should work with that text as well.
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The script suggestion is good, though I'm not sure about the "Kyle" NPC_targetname: if the player is meant to change then the script should affect "Player". Also, assuming that you have a full and direct control over the map, you can tick the "noweapon" spawnflag (64) of Info_Player_Start, and in the next maps tick the "keep_prev" spawnflag (1). This way, you should start with no weapons in the first map, the script turns you into a non-jedi stormtrooper and gives you the blaster rifle, and in the second map you should keep whatever you got in the first map.
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Not sure. The stormtroopers and scout troopers on Endor seemed to have pretty much clean armors. A good idea would be to have a "dirty" version for the rocky canyons and bases on Ruusan, just like the new AT-ST.
Barricade24 likes this -
It can be done quite easily, frankensteining any basic hands on the model and adjusting the sleeves.
DT., Bek and Barricade24 like this -
Amazing work!
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I love the plot, especially the Original Trilogy. Not to mention the Dark Forces / Jedi Knight series (with MotS, obviously), except for JA.
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For NPCs it can be done via scripting, at least in Singleplayer. As long as the specific NPC has a "npc_targetname" key value you can set up a script with BehavEd that affects that specific NPC and tells it to play "xxx.wav" sound with CHAN_VOICE as audio channel. I'm not sure if this works in Multiplayer as well. I believe that NPCs in MP can be limitedly scripted, provided that you have triggers to activate the scripts; in SP, if you have the NPCs set up with their npc_targetname you can simply type "/runscript <scriptname>". I don't know if the "/runscript" command also works in MP.
ScaryNight likes this -
It depends on what you want to do. If it's singleplayer you can simply script a certain character to freeze the animation and play a certain sound. But Mrwonko said it's for multiplayer, so scripting is not an option. In this case, granted that you coordinate with your friends to record and play the same taunt sounds, you can change the saber taunt animations in the "animations.cfg" as follow:
BOTH_DUAL_TAUNT 14651 1 -1 20
BOTH_ENGAGETAUNT 14651 1 -1 20
BOTH_STAFF_TAUNT 14651 1 -1 20That way (theoretically) when you press the taunt key and your character plays the chosen sound, you'll stand still instead of waving your hands along. And given the nature of the "animations.cfg" the same effect will affect every player on the server that you see; what they will see is their characters playing the normal animations if they don't have this mod.
I would advise against overwriting the original assets, so I suggest you to copy the "models/players/_humanoid" folder, change the values and make a .pk3 file with it.
ScaryNight likes this -
If the body animation and the lips animation aren't related, you could manually modify the "animation.cfg" in the "_humanoid" folder to replace the taunt anim with an idle one. But it may be more complicated than that.
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I like them both actually. I've always been a support of have various types of characters through a game. It makes the environment more believable. Nice work.
On this regard, it would be nice if the "jedi_random.npc" wasn't hardcoded, but instead we could define a number of NPCs that spawn at random in a, for example, "xxxx_random.npc" file. It would be much easier to spawn completely random types of enemies in the levels.
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Try this link:
http://www.filehosting.org/file/details/365903/MOTS.zip
It should contain those models, plus all of the assets made or imported for the old MotS Mod for JA.
Omicron, Barricade24 and GPChannel like this -
I tried a couple of OpenJK versions (an old one from February and the last one, from September), and they both work. Still no luck with the one that comes with the mod.
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Tried it and it still gives me that error. It's strange, because the first test demo you linked, in november 2013, worked fine.
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Hmmm... "GameData/openjk_sp.x86.exe is not a valid Win32 application."
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Same here, the start button doesn't work (Firefox). Also, in case you're interested (if I remember correctly) and are sick of typing the "/", you can simply use <script language=javascript>.
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Base blades aren't bad, but personally I love the HD saber blades.
Rooxon likes this -
Nice work.
Since it's four thrones, I'd spread them in a semi-circle: left one at 45°, left-center at 15°, right-center at -15° (or 345°) and right at -45° (or 315°).
Jedi Knight Unleashed
in Art, Media & Technology
Posted
Clearly his beard gives him his unimaginable power (... plus, the Valley's Force Energy...).
After seeing this, I always considered that Death Star map a stone-age wreck:
http://forums.massassi.net/vb3/showthread.php?60565-Death-Star-%28JA%29