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Posts posted by GamingPrince83
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The most fun i had was in JK1 and JK:Mots, i became a Star Wars fan when the SW Special Edition came out in 1997, and these
game in 1997 and 1998, it was a great experience.
Smoo likes this -
Okey thank you guys, I would only enhance it little visualy and sounds and play like always
You could also play the Jedi Outcast mod for Jedi Academy, if you want the Academy saber system,
it's not perfect but you can use dual sabers and the saber staff and the katas.
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It's a mono *.wav file currently at 44100 Hz. The original one is a mono *.wav file at 22050 Hz, which didn't work, either. I'm using Audacity if that means anything.
The problem is audacity, i've had similar problems, thats why i use a different audio converter after editing with audacity.
Try Nero Wav Editor its pretty good and is free.
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Is it a wav or mp3 file?
Droidy365 likes this -
Trying to make dismember guns and i am half on my way .. still after killing the enemy his body doesnt react on eny hitloc mechanic. Even if i shot the bodies head g_debugdamage 1 code shows me that hitloc is set to - none. Is any way to fix that? I also find out that if g_sabermorerealistic is set to the default 0 (i think it is default value) saber is not using hit_loc as well.. only on the hands and arms. Someone knows where i can find the code fot the g_sabermorerealistic cheat command and how to fix this body issue? It is not like i want to shot the bodies. If i will shot the enemy with flechette for example - all of thoise shots will dismember the enemy into pieces.
Have you checked the source code of the Serenity Jedi Engine Mod?
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Hi, i'd like to add some damage to force push in Jedi Academy Single Player,
i'm pretty sure i'd have to edit wp_saber.cpp but i not sure were to start.
Any advise will be appreciated.
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Why don't you edit the Npc files and remove the sounds there.
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Hilt or blade? If blade, just delete star from r_hand,(*)off
The hilt is missing, i know about the blade issue.
Tompa9 likes this -
^This and also: multiplayer or singleplayer? I recall an issue like this with atleast one of Hapslash models
Stock Jedi Outcast humanoid models and Single Player. Also it affects both sabers and other weapons, they fire from the stomach area and the weapon itself doesn't show.
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I have a problem with Jedi outcast models+animations in Jedi Academy, the lightsaber hilt isn't visible.
I checked the Models in Modview and they have the *r_hand tag, which is necessary to bolt the hilt to the hand in Jedi Academy,
so it must be another model tag.
Does anybody know why the hilt doesn't show?
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Is it possible to make a cinematic camera that is movable?
Maybe somebody could edit the "noclip" cheatcode and make it into a Camera!
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Hello, tompa9 the Robed skin for Old Cin Drallig uses the wrong textures.
head,models/players/cin_dralligT/head_old.jpg head_eyes_mouth,models/players/cin_dralligT/head_old.jpg hair_back,models/players/cin_dralligT/head.jpg <-------------- This should be "head_old.jpg" hips,*off hips_legs_l,models/players/cin_dralligT/boots_old.tga hips_legs_r,models/players/cin_dralligT/boots_old.tga r_leg,models/players/cin_dralligT/boots_old.tga l_leg,models/players/cin_dralligT/boots_old.tga torso,*off hips_belt,*off hips2,models/players/cin_dralligT/hips_old.tga hips_belt2,models/players/cin_dralligT/torso_old.tga torso2,models/players/cin_dralligT/torso_old.tga r_arm,*off r_hand,models/players/cin_dralligT/arms_old.tga l_arm,*off l_hand,models/players/cin_dralligT/arms_old.tga l_shoulder,*off r_shoulder,*off robe_hoodup,*off robe,*off l_arm_robe,models/players/cin_dralligT/robe.tga r_arm_robe,models/players/cin_dralligT/robe.tga hips_robe,models/players/cin_dralligT/robe.tga robe2,models/players/cin_dralligT/robe.tga hips_robecap_torso,*off torso_robecap_head,*off torso_robecap_hips,*off l_shoulder_robecap,*off r_shoulder_robecap,*off r_arm_robecap,*off l_arm_robecap,*off r_leg_cap_hips_off,models/players/stormtrooper/caps.tga l_leg_cap_hips_off,models/players/stormtrooper/caps.tga l_hand_cap_l_arm_off,models/players/stormtrooper/caps.tga l_arm_cap_l_hand_off,models/players/stormtrooper/caps.tga l_arm_cap_torso_off,models/players/stormtrooper/caps.tga r_arm_cap_r_hand_off,models/players/stormtrooper/caps.tga r_arm_cap_torso_off,models/players/stormtrooper/caps.tga r_hand_cap_r_arm_off,models/players/stormtrooper/caps.tga torso_cap_head_off,models/players/stormtrooper/caps.tga torso_cap_hips_off,models/players/stormtrooper/caps.tga torso_cap_l_arm_off,models/players/stormtrooper/caps.tga torso_cap_r_arm_off,models/players/stormtrooper/caps.tga hips_cap_l_leg_off,models/players/stormtrooper/caps.tga hips_cap_torso_off,models/players/stormtrooper/caps.tga hips_cap_r_leg_off,models/players/stormtrooper/caps.tga head_cap_torso_off,models/players/stormtrooper/caps.tga
Tompa9 likes this -
There is this one but it's with Dark jedi and Rancors. https://www.massassi.net/levels/files/2811.shtml
Smoo likes this -
Could you elaborate on this a little?
I used the method in this post by Redemption. https://jkhub.org/topic/9218-npc-spawn-random/?hl=weequay
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I dont' know much about entity Modding, i managed this by editing the code, i used the random function that's in the code to spawn 4 different Npcs as the Jedimaster, also did the same with Jedi and Jeditrainer,
it was the easiest way for me.
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But don't I also have to change the JUMP_VELOCITY in bg_public.h?
I forgot to ask, is it for SP or MP?
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I only know how to edit 1, 2 and 3. It's in Wp_saber.cpp, if you want to add 4 and 5 you have to do some extra coding.
float forceJumpHeight[NUM_FORCE_POWER_LEVELS] = { 32,//normal jump (+stepheight+crouchdiff = 66) 96,//(+stepheight+crouchdiff = 130) 192,//(+stepheight+crouchdiff = 226) 384//(+stepheight+crouchdiff = 418) };
ooeJack likes this -
Okay some picture
This the loading screen,so tha loading line is bewtween the last part line and the full line or how can i say it....
and i hear the game but the game stays at the loading screen.
and this is the console:
So what do you think what is the probem?
btw the "can't save" thing is because i have the screenshot button on F12 like the saving button
Did you edit the .sab files, like add new saberon, hum, off, swing, block or hit sounds?
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I made a VADER CLASS npc. its not perfect, teel me what you think of it!
Smoo likes this -
Hi there !
i was hoping that there is a way to speed up saber throw,its a bit floaty and easy to dodge.Would this just be a animation mod or a value change
If it's the velocity of the throw you have to edit the code. If your using Visual Studio just edit this in wp_saber.cpp
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_1 || self->client->ps.saberEntityState == SES_RETURNING || VectorCompare( saber->s.pos.trDelta, vec3_origin ) ) {//control if it's returning or just starting float saberSpeed = 500;//FIXME: based on force level? // Edit, saberSpeed = 500 // change the 500 to what ever number you want. float dist; gentity_t *enemy = NULL; AngleVectors( fwdangles, forward, NULL, NULL );
You can also search for "saberSpeed" it will give you everything speed related.
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I'd like to add healthbars on npcs when you point the cursor of them.
There is a cheat called Cg_Debughealthbars, but it adds healthbars to all npcs,
i'd like something similar.
Any help will be appreciated.
Smoo likes this -
Yep but _humanoid_galen is longer than _humanoid
Just overwrite it like in this video.
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I have edited it with hex editor and it says it cant load ahsoka´s model.glm now :/
You cannot use a Hex editor like a Word Document you have to replace every word letter for letter, if you delete one letter
the whole file will become useless.
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Open the model.glm of your playermodel with a hex editor, right at the top you should see "model/players/_humanoid/_humanoid" thats the path to your models animation folder.
If you want to use starkillers animations you should change it to "models/players/_humanoid_galen/_humanoid", i think thats the path for starkillers animations in Movie Duels 2.
If you need more help just reply. :-)
Is there a way to reload .shader files while playing the game?
in Modding Assistance
Posted
I've been able to edit NPC and SAB files by placing them into folders rather than in a PK3 file, just minimize the game, edit your files
reload the level with the Devmap command.
It should work for all Jedi Academy files other than Pk3 files.