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GamingPrince83

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Posts posted by GamingPrince83

  1. My issue is simple, I would like to play around with .shader files to learn more about them. I mean do a lot of trial and error and see for myself what each change or option does in-game, if any, until I'm satisfied with what can be achieved. Since there's no viewer to test them in real-time (I think Wudan's Dragon did the trick back in the day), I was wondering if there's a way to, while remain in the game, reload the .shader files and see how my changes impact the end result. My first thought is to reload the level, but I haven't tried that yet and maybe with OpenJK there's a command that will do the trick. Thanks.

    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.

    Corto likes this
  2. 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.

  3. 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? 

  4. ^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.

  5. 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?

     

     

  6. 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
  7. 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
  8. 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.

    2n21tao.jpgand this is the console:

     

    24y4gva.jpg

    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 :P

    Did you edit the .sab files, like add new saberon, hum, off, swing, block or hit sounds?

  9. 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.

    Smoo and J450N like this
  10. 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. :-) 

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