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Ramikad

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Everything posted by Ramikad

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Tried it and it still gives me that error. It's strange, because the first test demo you linked, in november 2013, worked fine.
  6. Hmmm... "GameData/openjk_sp.x86.exe is not a valid Win32 application."
  7. 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>.
  8. Base blades aren't bad, but personally I love the HD saber blades.
  9. 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°).
  10. Nice work. How about a broken version of the lightsaber, to use as model in level 16?
  11. Edited the first post. They can be "mixed" into single music tracks to use in the specific levels, or played through scripts.
  12. On a side note, although not properly "characters" I'd add in the turrets in Jedi Knight. It would be nice to have new models for the Light Turrets (the "blocky" one and the "round" one), the base JA model isn't bad, but in my opinion it would feel a bit like a deja-vu. The Heavy Turret could use the turbolaser model from t3_wedge, since it's already an animated .glm, perhaps reskinned and properly modified.
  13. Very nice! "Very distinctive..."
  14. Here are all the original tracks used in the game, ready to be used in Jedi Academy: http://en.file-upload.net/download-9586413/DF2_Music.pk3.html Now it's just a matter of correctly assigning all the musics to specific levels. It's relatively safe to assume that: df2_track7 - Level 7 - Yun - The Dark Youth df2_track18 - Level 21 - Jerec - The Force Within / Jerec - Battle for Power Edit: I checked out one of the "music fixes" for DF2, and it appears that this specific mod uses some sort of playlists, a combination of two or three tracks for each level, except for the duel levels. Apparently, going by that music fix: 01narshadda - df2_track1 + df2_track2 02narshadda - df2_track2 + df2_track1 03katarn - df2_track3 + df2_track4 03escapehouse - df2_track4 + df2_track3 06abarons - df2_track5 + df2_track6 06bbarons - df2_track5 + df2_track6 07yun - df2_track7 08escape88 - df2_track6 + df2_track5 09fuelstation - df2_track8 + df2_track9 + df2_track10 10cargo - df2_track9 + df2_track10 + df2_track8 11gorc - df2_track11 12escape - df2_track10 + df2_track8 + df2_track9 14tower - df2_track11 + df2_track12 + df2_track13 15maw - df2_track14 16aescapeship - df2_track15 16bescapeship - df2_track15 17asarris - df2_track16 17bsarris - df2_track16 18ascend - df2_track12 + df2_track13 + df2_track11 19a - df2_track13 + df2_track11 19b - df2_track13 + df2_track11 20aboc - df2_track17 20bboc - df2_track17 21ajerec - df2_track18 21bjerec - df2_track18
  15. I prefer Darth Phae's version, background and font. Imo it would be nice to have both 16:9 and 4:3 (I have an old 4:3 screen, and I'm probably not the only one)...
  16. Yes, they fight until the cutscene that shows Kyle (who seems to be gaining the upper hand on Jaden) being hit by a blast of the Scepter that Jaden Force-pulled, then trapped by some rocks caused by another blast of the Scepter.
  17. And aside from not being in development, building the fuel conduits is quite a nightmare. The rest, not so much. Patches make it all a slight bit easier, but just a slight bit. The original devs sure had fun with frightening geometries, as the fuel conduits of level 9 and the barracks of level 6 around the Government Center demonstrate. Not to mention (*gosh*) The Falling Ship.
  18. There was a demo for the original DF2, it appears that the level used was Level 9 - Fuel Station Launch.
  19. Hmm, there was this one on ModDB: http://www.moddb.com/mods/iron-man-ultimate-mod but it appears to be dead.
  20. Seen that video, and although the detailing is excellent, it's far too different from what's shown in the live-action cutscene. It's really high quality work though, and I like the idea of the training wall. (End of my little OT )
  21. Agree with DT and Mini. Also, the Dianoga doesn't appear in the game, though it appears in Mysteries of the Sith. The three-tentacled beast is called Water Cyc (and about this beast, it would be nice if someone coded in a new CLASS_WATERCYC that has a poisonous attack, so to match the beast's description in the manual).
  22. I'm not really sure that an .ase can be used with a func_door, func_train or anything different than a misc_model/misc_model_static. At least in my tests it didn't work, it only accepted .md3 models. Perhaps they can be moved freely with scripts, but I never really tested it.
  23. Good idea. I'd say to add the creatures too, Mailoc, Kell Dragon, Drugon and Water Cyc. Rahn... I've seen a model out there, but I'm not sure how he'd fit in. Perhaps a G-man like appearance in level 20-21 as a Force Ghost, overseeing the duel? Model manpower aside, the Dark Jedi could use a slight remodel... Jerec absolutely needs his evil boss-like face and expression. Also, it's Gorc*
  24. Or you can use a .map to .ase converter, http://jkhub.org/files/file/950-map-to-ase-converter-utility/
  25. Actually you can see part of the right side of the gun if you lean in first person, but it's not something really used often.
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