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zahar

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Everything posted by zahar

  1. Basically I just explained how you can add more missions to sp campaign. Just add entity on the map, and some new elements in the menu. It is relatively simple. You can use my mod as a example. About discord. Sure i have an account there. It is named Zahar#8685. I joined JKCommunity channel. So if you need you can easily find me.
  2. You welcome.) I would bw glad if someone make a good use of this idea. And yes, it is easy to add mission that didnt raise value to cvar "storyinfo". But than this mission would'nt "count" for story progression. The idea was to keep the ability to go to the academy after 4 mission, but allow player to continue play as much missions as he want. As i said before, that is possible and relatively easy to do. You just need to edit requirement for "storyinfo" for specific buttons in menu, and storyinfo number in some original JKA maps. Thats supposed to be easy, I just didnt done it yet.
  3. As stated im my reame file: "Currently you can still play only 5 missions between Hoth and Vjun. You can choose any mission you like, but after 5th, Kyle will force you to go to academy. In future I want to expand this number, so you can play all mission you want before going to Vjun." Actually i know how to allow player play more than 5 missions on each tier. I haven't tested it yet, but im 99% sure it would work. You see there is a cvar in the game that is called "storyinfo". Based on this cvar's value victory menu show you buttons to proceed to specific maps. You can change required value for the specific button in menu file. Each map you play during this filler parts of the game raising "storyinfo" by 1. Main story maps (like vjun or hoth) just set "storyinfo" to specific value. So adjusting this parameters in the map's entities and in the menu, it is possible to give players ability to play all missions before you go to the academy. But curently i havent done this yet. And yes, no code hacking required. Just menu modding and map entity modding. I used this tutorial to learn how to modify entities. Thanks to ghost for writing it. Actually adding maps to mission selection menu was relatively easy. I surprised nobody done it before.
  4. 3,075 downloads

    Over a time mod makers created some really great levels for JKA. But loading them through bat file or console always seemed to me as big immersion breaker. So I created a version of some cool SP maps that is integrated in the game's mission selection screen. I also added some little story info for menu, and recorded some additional voicover with Ivona reader. Currently only two mission are added, "Crash on Tatooine" by Mercenary, and "Operation: Spaceport" by Michael May. Maps were used with permission from their respective authors. I thank them for their awesome work. The maps were added smoothly into the original game and are selectable on the second mission screen (between Hoth and Vjun). It seemed to be logical, because in the original maps, the force power levels of the players was set to be somewhere around 2. I modified the maps so now your force powers aren't set to specific value when you play the map. You just get the one force power raise that you've chosen at the beginning of the map, just like in the basic JKA SP missions. To see full credits and changes read "ReadMe" file within the archive.
  5. So. Im making an asassin clone npc for 5th lady jedi level. And i encounter another problem. Wrist blades, that has "boltToWrist" parametr in their .sad file dont work correctly with neomarz's clone model. They look like they glued to hands, not wrists. Most of the time you can't tell the difference, but when npc starts blocking attacks it looks quite bad. EDITED. Already found solution. The problem was that wrist/hand cap tag was skinned to "hand" bone, when it should be skinned to "radiusx" bone. Funny. Probably it is possible to change the position, and skinning of glued weapon by moving model's hand/wrist cap tag and changing its skinning.
  6. Huge thanks target_counter working perfectly.
  7. Start script of this leves has in it set ( "minesk", "0" ); Is it what you mean by restarting values? Or is it needed to be somwhere in the enteties? I will try another way that you described. Thanks for advice.
  8. So im trying to fix lady jedi mod. Fix its lore mess, and make it work with JA properly. I encounter a problem and will realy apreciate if somebody help me fix it. In the first level you fight a buch of skeletons, when you kill them the cutscene starts. I have encountered a bug, about 50% of times cutscene starts randomly when you fight skeletons. I have no idea why that bug hapening. Looking at the files everything seems to be logicaly correct. There is a float caled "minesk". 12 skeletons have "mine_vins" as a death script. It looks like this. set ( "minesk", "+1" ); if ( $get( FLOAT, "minesk" ) > 11.000$ ) { run ( "ladyjedi01/babysleep" ); set ( "minesk", "0" ); } Everything seems to be ok. But for some reason 50% of a time it doesnt work the way it suposed to. If somebody can help me with this, i would really apreciate it. https://disk.yandex.ru/d/FfcVpM3MtPDI-Q This is the link to archive with enteties of the map and some scripts.
  9. Moved this message to another topic.
  10. This is GwethKelia's face by hapslash. So if you need her in casual clothes just see original hapslash's file. Also in my pack with jedi robes, there is a ja hoth clothes too.
  11. Lady jedi is generally a quite good mod for JO, made by "Nazar design group". But this mod's story is a little mess and its corresponding with star wars lore is a huge huge huge mess. So, as i suggested before in the comments at the file section it would be a great idea to fix this mod's story and lore issues, and make it playable for JA. If you interested more specifically in what are the issues with this mod, and how i suggest to fix them, read my comment under this mod in the file section. At the moment i started working on fixing some things as well as replacing some models, fixing scripts and enteties for ja, and writing new dialogues. First map is more or less finished. First map is mostly cutscenes. Apart from that you just fight a bunch of skeletons. Next maps are a lot more complex and scaled. And yet some of them require less fixing. Main hero starts telling her story from the times she was a jedi. There are several levels when she fights separatists, then levels with clones, and then imperial forces, and then eventialy she joins the emperor and fights rebels. And in the end of the game we back to the point in which we started. Main hero is sended to asasinate luke skywalker. Thats the last few levels. You can watch videos of first map here. Videos recordered in relatively low quality, but i guess they illustrate the idea well enough. https://disk.yandex.ru/i/fEC2hUmXmVui0w https://disk.yandex.ru/i/vYDHIYofmMSzIw Resources used Darth Vader by Toshi, Royalguards by Eric Landreneau (reskin by me), Improved Imperial Officer by HapSlash, Clone Troopers from clones ultima by Mars Marshall (purge Trooper reskin by me), palpatine model by toonces, and jedi_hm imperial pilot suit reskin was taken from starkiller skin pack by DarthPhae. Some minor thing require fixing, but in general i think its as good as it gets. Note that the voice was generated by ivona reader, and i use it as a placeholder mostly. To be honest i don't know when i finish fixing this mod, if i ever finish it at all, so im not going to promise anything. The mod is big, and for a start i want to fix atleast first half (6 maps before main hero confronts emperor and falls to a dark side) Anyway, i would really love to hear what you guys think about this idea overall. Also, if anybody wants to help with fixing this mod we might combine our efforts. I really would apreciate help with voiceover, especially if someone can do a good vader and palpatine voice.
  12. I uploaded reborns and female jedi model here on the site.
  13. 3,479 downloads

    I merged the Commander Keller model (which is itself a combo of HapSlash's anakin and Neomarz1's Clone) with Spanki's Sith heads and DT's Stormtroopers. I also used some reskins by Barricade24. That's the way I imagine Desann's reborns would look. They're individuals who were chosen by Desann to be reborns and wield the force. It makes sense to me that Desann would choose those guys from best source available to him, so he chose them from imperial soldiers who managed to prove themselves skillful during their service as the stormtroopers. Please note that this mod replaces all reborn NPCs. This pack is not compatible with JK2.
  14. 1,221 downloads

    I merged some parts from CJP Mara Jade by Omega1, HapSlash's Anakin and Gweth_Kelia and basic JKA models, to make a version of the Female Jedi that I like more. The torso itself is not a reskin. I changed model's UV in order for it to fit with Spanki's jedi textures. It works fine most of the time, but of course it wouldn't work with armored robes since the geometry of robe is different.
  15. You can change character model before single player mission.
  16. 1,593 downloads

    This is a beta version of my attempt to create KotOR style cheat and customization menu for Jedi Academy. Unfortunately, I have no time to finish it at the moment. Not all options I wanted are currently added, but you might get the idea. I used "Ingame Character and Saber Menus" by Circa in this mod. Force hex textures were changed. So the way they apear in force menu before mission is changed too. In order to see what options are available in this mod, just look at the screenshots. To open this menu in the game, just press "Esc". Feel free to use my menus for your own mods if you want.
  17. Lol. Laszlo Kovacs, seriously? Like famous classic cinematographer. Hilt design looks cool by the way.
  18. 978 downloads

    Originaly I created this mod for my personal use, but now I guess some people may find it usefull. I play JKA on android, so i reduced polycount and texture size of rooxon's model a bit. The electro effect of the weapon is part of it's model, so it will not go away when the weapon is deactivated. What does go away thou is weapon's sound and dlight. I guess that might be considered a bug, but that doesn't bother me much. Maybe I will think how to fix this in future. CREDITS: Rooxon for his Quarterstaff model, from his "KotOR Melee Megapack" mod. Melee weapon's models from this mod were created out of Rooxon's Quarterstaff model. ScorpDeathknight for lightning blade texture and shader from his "Lightning Edge - Animated Saber Blade" mod. Hatrus for electrostaff sounds from his "Magna-Guard Electrostaff". INSTALLATION INSTRUCTIONS: Copy and paste the Electrostaff&SaberPike.pk3 from this zip file to your "base" folder, the default path is "C:/Program Files/Lucas Arts/Star Wars Jedi Knight Jedi Academy/Game data/Base". CHEATS FOR THE SABER: SP - enable cheats via console with "helpusobi 1", then type the corresponding command for your weapon of choice: saber lightsaber_pike saber electro_purp saber electro_orange saber electro_blue saber electro1h_purp saber electro1h_orange saber electro1h_blue this two weapons can be colored as normal lightsaber saber electro saber electro1h You may use this sabers in your own mods, but provide credits to all original authors and me.
    The model is awesome. And the SP voice over is just hilarious. Great stuff.
    Downloading this thing now, just to hang out with a bunch of gonk droids. Don't worry pal, I will not harm those boxy dudes. So funny, and stupid in a good way, literally made my day.
  19. Great. Thanks lancelot.
  20. Thanks again. Well, I just uploaded Jose Carsos's Jedis with Spanki's heads, so you can cheack it out if you want. But aparantly I chose wrong cathegory and upload it as JO model insted of JA. Ooops. My bad. Im kinda sleepy and sloopy at the moment. Is there a way to report to moderator about this mistake? Problem is, I dont even know who is the moderator who aprowes uploaded files, or can fix this miscathegorizing. can somebody tell me?
  21. 567 downloads

    This is very simple kitbash. I realy liked Celas Nien model by Jose Carlos. I wanted to replace some basic jedis npcs with this model and to do so i needed more faces. So i merged Jose Carlos's model with hapslash's anakin head and used spanki's reskins. I made this little kitbash for my personal use, but now I think some people might find it useful too, and I uploading it on JKHUB. Besides, I also want to upload it because I think that Carlos's model needs just a little more love. I rarely see someone uses this model but the author is realy achieved this Jedi look at my opinion. His Jedi outfits look just enough unusual to be interesting and not boring, but still simple enough to represent generic jedi character. Its really cool that he found this balance. ATTENTION This model requires both Jose Carlos's model and Spanki's jedi customization to be installed. You can find them on JKHUB
  22. Well new topic name definetly sounds alot better than the old one, thanks.)) Although It's a little deceiving, since "factory" may give people wrong idea, that there will be more upcoming content. And at the moment I'm not planing anything new, apart from maybe finishing some of my old models, like hk47 model. But I guess it doesn't matter really. I just wanted to ask forum members's opinion about permissions from authors of the old models, like Infinity Blade, neomarz1, hapshash and spanky. I guess those people are no longer active in the mod community, and really impossible to contact. I tried to contact hapslash and infinity blade few years ago, and it doesn't seem to be possible. So, as I said before i dont really know what to do about them. Is it ok to use their work without permission? After all I'm not trying to fool anyone, and pretend I made all this, i will give those respected autors full credits.
  23. Thanks. But it's not my work mostly. Its original authors who done great job. I just assembled several pieces together, and reskinned few parts.
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