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Posts posted by GamingPrince83
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I don't know the first thing about manipulating any code.
Well i found a solution for you. I create 4 NPCs with different Teams "player, enemy, free and neutral" and they attack each other like you wanted,
but for it to work you have to have 4 different classes. I made my NPCs like this: CLASS_MONMOTHA, CLASS_MORGANKATARN, CLASS_STORMTROOPER and CLASS_RODIAN.
Try it out.
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TEAM_ENEMYTEAM_PLAYERTEAM_FREETEAM_NEUTRALI want to make an NPC who will an enemy to everyone. Whether it be Rancor's to Jawa's to, Reborn's, to Jedi.Because I plan on making a youtube video for 4-team combat in single-player.
4 NPC's, all fighting each other, no teams, just a 4-way fight.
I managed something similar by creating a new Team with the SP code. I don't know if thats too difficult for you, it's actually no that hard.
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Any chance of making a female Sith from TOR.
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I like those sound files.. (Of the Stormtroopers voice-overs). Sounds a lot better. You should at least release that.. It would at least give the game a bit more depth.
Actually the soundpack is here on JKhub it's in the Character Soundpacks thread, i believe it's the TFU Stormtrooper pack.
Darth Sion likes this -
Hello this is a little Mod i made editing the code, the animations and sound files,
It's Force wave from the Knights of the old Republic games.
Lancelot, Penekowski, The Punisher and 4 others like this -
Hello guys i need some help in editing level 4 and level 5 force powers, i look through the SP code but
i cannot find the lines for those Levels. Any help will be appreciated.
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The thing is, if you rig the model for JKO, and use it in a JKA Mod that brings JK2's story to SP, some animations are different. Say the swoop bike animations for normal models are the kissing animations, gestures etc. The blaster and saber animations are the same, though. Even the double bladed & dual ones, as far as I'm aware.
I think you can use the JK2 animations in JKA SP by renaming the JK2 _humanoid folder and .gla and editing the JK2 model.glm to use the renamed _humanoid, that way the Cutscenes in Jedi Outcast will use the right animations.
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JK2MV lets you use JKA models in JK2.
It think i'll stick with converting the JKA Models to JK2 by myself i'd like to use them both in the Original JK2 game and the JKA Mod for the Outcast SP Campaign.
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This should help you out.
Thanks a lot, i just finished converting my first model, it's not that difficult but a bit time consuming.
TheWhitePhoenix likes this -
Hello i'd like to know if there's a way to easily convert JKA Models to JK2 since the skeletons are similar.
My main reason for requesting this is obvious, i like to use those great Custom Models created by the JKA Modding community,
either in JK2 or in the "Outcast to Academy" Mod. Any help would be appreciated.
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Is there anybody good at making Jedi Academy Animations, if yes, i'd like to request new saber animations.
This includes:
-new unique animations for each saberstyle based on the prequel movies
fast style uses Obiwans soresu from Episode 3
medium style uses Quigons Ataru from Episode 1 or the standard Shii-cho style used by random Jedi in Episode 2/3
strong style uses Anakins Djem So from episode 3
tavion style uses Darth Mauls juyo single saber style from Episode 1
desann style uses Count Dookus Makashi from Episode 2/3.
-new walking animations
-new running animations
-new stances
All of these have to be original of course no animations from other mods.
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Yup, that's definitely doable.
I like the idea of having randomized encounters. One of the (several) reasons JA is too easy is that there really are no surprises after the first playthrough.
If you want to make JA a bit more difficult increase the weapons projectile speed.
I increased them to Battlefront series level speed, it makes the Jedi Outcast Missions very difficult even on the second difficulty level.
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Serenity Jedi Engine source would be nice if the released version is going to remain online.
Serenity posted the link to the Serenity Jedi Engine Source code in the commentary section of one of the Videos on my Youtube channel.
You could ask him to send it to you or ask if i could give you the link to the video.
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Hello guys, i'm currently playing around with the JKA SP code to make my Single Player experience a bit more exciting,
i'm using the JKA: Enhanced SP code.
I'd like to make Heal, Absorb and drain have an instant effect more like in the Kotor games.
Does anybody know what part of the SP code i have to edit to archieve this.
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And also the weird fact ... In SP You CANT kill enemy by kicking them. You can kick them out of the platform to kill them with fall damage but You will not kill the enemy with kick.. but with punch you can (When they are raising their hands while surrednering.. they will die .. but even if they have 1hp .. You will not kill them ... wtf?)
I remember killing a Reborn Acrobat by Kicking him with a Backflip kick, i believe you have to press JUMP and W,S,A or D while you're next to an enemy to perform this move. But i guess you can't kill an enemy with a normal kick.
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okay, @@SaberBlade83, i found the diff. language file in your rots sound effects zip, its named ps2pak_0_5447.wav, could you find the english version? because i cannot find it, and how many files did you find in ps2pak0.pk2? because i found 3957 wav files
I'll look for it. I have 7658 files, not just Speech, there are also music files from the OT, PT and Kotor 2.
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In addition, these sounds will not work with an NPC if they are not called for in the NPC file. There are different Groups, named as the following:
snd
sndcombat
sndextra
(There are probably more but these are from the top of my head). These are enabled specifically for certain NPCs, for example, the base Stormtrooper will use sndextra, which contains all of the flank sounds, suspicious sounds if they hear footsteps. A regular Jedi NPC or Sith NPC would not use these sounds, since the sndextra sounds are commonly used with gun wielding NPCs only.
I am certain it would be added to the Wikia for everyone to access at some point. It's a pretty major part of modding. It will need A LOT of detail though and would need to be very in-depth.
Let me add this: snd, sndcombat, sndextra and sndjedi.
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Does this include any spoken lines?
Here you go, you have Anakin, Obiwan, Yoda, Windu, Dooku, Vader, Ben Kenobi and several generic Jedi Knights Speech sounds plus the Clone Troopers and more.
Link:http://www.mediafire.com/download/nkn8kom3s3pv60z/Rots+Ps2+Speech.zip
swegmaster likes this -
Does this include any spoken lines?
For the Spoken lines i have to extract them again, so give me some time.
Seven likes this -
Mediafire can do that
Here are the Revenge of the Sith sound effects from the Ps2 version: http://www.mediafire.com/download/xugkxh923iphgdu/Revenge+of+the+Sith+Ps2+sound+effects.zip
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Do you have the all the sounds extracted somewhere?
Yes, but it's around 500 mb,
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it worked, but one problem: sounds are higher pitched
I'm afraid you have to edit them with an Audio editor, maybe change the pitch or something.
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What program?
It's called "Psound" it can extract Ps1 and Ps2 sound files, thats if you find the right container file.
swegmaster likes this -
how does it open them, when winamp is an audio/video opening type program? and btw, theres no tutorial on it, rkv is just not popular
did you use one, possibly with the rots game?
Yes i scanned the container files with such a program and it detects sound files and converts them to wav.
How to make a character an enemy to ALL teams?
in Modding Assistance
Posted
It won't work that way, atleast not my way of doing it.