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Cerez

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Everything posted by Cerez

  1. Do you mean a batch conversion script to convert all meshes in all Blender windows open to tris? Or only all meshes in a single window/project? If it's within a single project, all you have to do is select all the meshes you need to convert, and hit CTRL+T in edit mode, as you said.
  2. In an alternate universe: It would have been interesting to see The Clone Wars team treat Revenge of the Sith, and Anakin's transition to the Dark Side. I think it would have been a lot more mature, realistic, and engaging.

    1. Show previous comments  4 more
    2. Cerez

      Cerez

      Ahhh, that's making it sound sad... >.<'

       

      Yeah... I don't know what will become of things, but I'm quite certain Star Wars is about to take a plunge into dark, murky, slimy waters... where the garbage tentacle monster lives. XD

    3. Cerez

      Cerez

      And we thought much of the EU was bad... Wait till you see this onslaught of new Star Wars movies coming... Things are about to get nasty, and don't tell Luke, but I have a bad feeling about this.

    4. Cerez

      Cerez

      Like... a *really* bad feeling... And it starts this December...

  3. See here for how to install OpenJK. As for the graphics card driver, it depends on the type of graphics card you have. See the manufacturer's website for details. An open source release of Jedi Academy that's more up-to-date than the current retail versions. You can read more about it here.
  4. Hmm... so the older build will not launch on Windows 10 at all? Even with the official EXE you download? @@Raz0r, @@Xycaleth, were there any updates for Windows 10 compatibility to OpenJK that I'm unaware of? @@MrHeisenberg, try this: Right click on the "openjk.x86.exe" and go to Properties. I the compatibility settings tab switch it to run in Windows 8 compatibility mode. Apply the changes. See if that makes a difference in running it. Edit: After doing some digging, this definitely smells to me like a Windows 10 thing. I'm tempted to just go with the saying "get an actual operating system" if you want to play the game. (I said it before and I'll say it again, don't take the plunge into Windows 10, people. It's not worth it, and the way back is up a very-very steep cliff, full of rolling gravel. >.<') Anyway, try playing with the compatibility settings, @@MrHeisenberg, and/or running the game with admin rights.
  5. Same result, as in the 2015 build works as well, or that it doesn't work? What version of Windows are you running? Did you copy *all* the files from the build package? If you want me to help you, you'll need to be more specific.
  6. I'm using an older build, from around December 2015, but it in theory it should work with any build. Not sure why yours is not starting. When you installed the original OpenJK files, was it starting then? You can try to download and install a different build. It's possible that the build you've downloaded is messed up somehow.
  7. Version 1.0

    444 downloads

    RELEASED: 10 April 2016 AUTHOR: Cerez (cerezk.oz@gmail.com) DESCRIPTION: This OpenJK mod adds three new player view options to the Multiplayer game, activated by four buttons on the right side of the keyboard (namely , . / '). FEATURES: ----------------------------------- TRUE VIEW: Full first person view (even with a lightsaber). ACTION VIEW: A third person view of your character, following closer, reminiscent of many action games, movies, and TV shows when the character is in a battle scene. The reticle is disabled by default in this view to provide a more cinematic experience. CAMERA VIEW: This option anchors the view to your location, effectively creating a third person camera perspective. The view will rotate to follow your character, but it will not move from its current position. It's useful for taking cinematic screenshots, for example. DEFAULT VIEW: Conveniently reverts back to the game's default third person player view settings. ONLINE SERVER SUPPORT: Since this is a client-side modification, this mod works just as well in any server environment you're visiting. You can duel with other players in first person view if you want to, for example, or use the closer-to-the-action view instead of the game's default view, and switch between them. INSTALLATION: ----------------------------------- You'll need OpenJK installed and set up as a prerequisite: https://github.com/JACoders/OpenJK/wiki/Installing-OpenJK Move "openjk.pk3" to your "~/Documents/My Games/OpenJK/base" folder. Move "views.cfg" to your base folder. Move "openjk.x86.exe" to your "<game install location>/GameData" folder, replacing the default "openjk.x86.exe", and use it to run the Multiplayer game. Run the game, and in the game console type "exec views" to bind the view switching keys to your keyboard. ADDITIONAL NOTES: You can edit "views.cfg" in Notepad to change which keys are bound for view switching, or to change an individual view's settings. To unbind a bound key, simply type "unbind", followed by the key in the game's console (e.g. "unbind ,"). If you want to use this mod in a non-basejka, custom server mod environment (such as JA+, or Lugormod), be sure to copy "openjk.pk3" to that mod's client-side folder as well in "~/Documents/My Games/OpenJK". KNOWN BUGS: ----------------------------------- In first person view the view will not roll over, spin around, or flip upside down when your character does. I consider this a feature rather than a bug. When the view spins and moves so quickly, it usually causes disorientation and motion sickness in players. CREDITS: ----------------------------------- Custom Compiled and Scripted by: Cerez This mod was built using the OpenJK source: https://github.com/JACoders/OpenJK/ SPECIAL THANKS TO: The OpenJK project, and everyone at JKHub. PERMISSIONS: ----------------------------------- Hereby permission is given to anyone to edit and create derivative works of the contents of this mod.
  8. How did you find using the MP first person lightsaber view? Any feedback?
  9. Using a custom playermodel (i.e. "playermodel invisible") utilises and NPC, and changes your player settings (such as current abilities and Force settings). This method keeps all your current player settings and progress in abilities, and only changes your look to invisible.
  10. I've found it. I just had to put the finishing touches on the script for it. You can download it here. Put both files in your base folder. To use it in-game, simply type in the console: exec clearmodel The reason I haven't included it in the mod is that there is no way to revert back to your original player model. So, once you run this, you will stay invisible for that game run/save (unless you manually change the CVARs back to what they were before the script ran). As far as I know, unfortunately there's no working way to read/retrieve the value of a variable when scripting for JKA SP currently, so there's no way for me to save the current character using a script, then switch back to it later. This is why this is a standalone, one-shot thing... But it does work, and you can play Single-Player in full first person view with it. (Not sure about the cutscenes... You may remain invisible even there...)
  11. I did make one, and I still have it lying around somewhere... Perhaps I should include it with the mod, as an extra?
  12. I agree. This is weird... Do you have a custom graphics card setup? Or is your Windows interfering with the running of the program in some way? Were you able to run the latest OpenJK EXE?
  13. Check "~/Documents/My Games/OpenJK/" for any error logs. Something that tells us why the game isn't starting.
  14. Check the following in your GameData folder: Do you have "SDL2.dll"? Do you have "rd-vanilla_x86.dll"? Do you have "OpenAL32.dll"? Do you have "EaxMan.dll"? Do you have "IFC22.dll"? Are any of these missing?
  15. What do you mean it doesn't open? Okay, for trouble shooting purposes, follow these steps *closely* when setting the mod up, guys: 1. Obtain the latest files. 2. Copy/move "openjk.pk3" to "~/Documents/My Games/OpenJK/base/" (if it doesn't already exist, create it). 3. Copy/move "openjk.x86.exe" to "<game install directory>/GameData/". 4. Run "openjk.x86.exe". Since OpenJK does not use the default retail game's configuration files, if this is your first time using OpenJK, you may need to set up your game settings again (or quit and copy the contents of "jampconfig.cfg" to "openjk.cfg"). 5. In game console type "exec views" to set up the key bindings using the script we've created earlier.
  16. And deprive you of a chance to have a great adventure, and a kickass way to start your 3D modelling career? I don't think so. Aim high and work hard. That's the only way to make anything worthwhile.
  17. Hahaha! Brilliant!!! This has got to be one of the most original creations I've ever seen made for JKA, and really useful! Thanks for sharing, @AshuraDX. I'm definitely keeping this one in/for my collection.
  18. @, @@MrHeisenberg My bad, I'm the dummy here! Gave you the wrong file. >.<' Sorry... Try these: https://www.dropbox.com/s/0klo36pv7lk9n8t/openjk.zip?dl=0 Now they are the same build and version for the API.
  19. It's inside the PK3. This is just a dumb 101, but are you actually running the new EXE when trying this? And make sure the PK3 is in "~/Documents/My Games/OpenJK/base". If you're still getting the error after doing this correctly, then I may have overlooked something...
  20. @@ensiform is right. But just for the sake of seeing this thread: @@JCulley3D.
  21. This, and this. Make sure you use both. We've established that they only work together, otherwise you get the API version mismatch error.
  22. Have you used *both* the PK3 and the EXE I've linked here? You've got to run the game with this EXE. If you have, tell me where you've placed them.
  23. I don't think James (SJC) has been around here since his first few return posts. Give it some time, he's busy. It will be interesting to see what he thinks of this project, and if he still has the source files for this map work. Let's wait it out.
  24. Hooking this thread in for latest developments. It looks like we may have a release candidate.
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