-
Posts
1,429 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by Cerez
-
How to get started with playing online?
Cerez replied to BruceJohnJenner's topic in Jedi Knight General Discussions
You can use IP addresses for specific servers, or the in-game server list and join menu in general. Refresh the list each time before selecting a new server, so you're up-to-date on what's happening on the server. It's important that you keep an eye on the map currently loaded in the server (second? column). If you don't have the map listed, you will not be able to join. Also, if the server is locked (features a lock icon), you will need to obtain the password for that server (usually from their website or forums). These are private, more close-knit servers, and not open to the general public. Tip: You can also search for other players logged in if you know their in-game alias, and you can follow them to the server they are in -- in the bottom menu. I recommend using the latest OpenJK build of Jedi Academy, for added stability/performance/feature benefits, but you can use the latest version of the retail JKA distribution as well. -
I came across this video: It gives some valid workflow reasons for the use of the right mouse button to select in Blender.
-
I think this comes as a trend from some older operating systems. It is easily changeable to the modern standard left click select in the File > User Preferences > Input tab. In the left-hand-side menu, under "Mouse" in the "Select with" option click "Left", and click "Save User Settings" at the bottom left of the window. Which brings us to: the settings user interface could be more modern standard-like. There's really no need for the "Save User Settings" button, for example. It just complicates things when people miss noticing it. Feel free to chip in with extra, whenever you remember them.
-
@@mrwonko, you've mentioned in my nonsense thread that you've noticed Blender falls short in certain areas. I know this is largely a personal preferences, and extent of knowledge and practice with the tool question, but I'm interested in your experiences, and in anyone else's who's felt that Blender didn't do a good enough job in a certain working area, and/or wasn't the optimal tool for the task. As any other professional software, Blender has a lot going for it, but it would be interesting to see where it falls short in its functions and design, currently. My recent Blender-mania, and joking aside, I'm always interested to see both the potential strengths and weaknesses of any tool used.
-
Jedi Knight: The Clone Wars Extension Pack
Cerez replied to Cerez's topic in WIPs, Teasers & Releases
Eh? Whoddawhadda? There are two Mustafar maps because @@JCulley3D made two different ones for Mustafar -- one before Episode 3 came out, and one after. Anakin's End is the one made after the movie came out, but the first map is just as interesting, and feels like a completely different location on Mustafar. I don't know anything about the alternate PS2 game ending... -
Jedi Knight: The Clone Wars Extension Pack
Cerez replied to Cerez's topic in WIPs, Teasers & Releases
@@eezstreet Here, I think I've covered everything: Characters: Ahsoka Tano Anakin Skywalker Battle Droid Clone Trooper Clone Commander (Cody) Commando Droid Count Dooku Darth Maul Darth Vader General Grievous Jango Fett Jar Jar Binks Obi-Wan Kenobi Plo Koon Savage Opress Locations: Coruscant Underworld Palpatine's Office The Invisible Hand Utapau Mustafar (Anakin's End) Kamino Mustafar Mygeeto Naboo The Senate NPCs: ahsoka anakin battledroid clone cody commandodroid dooku maul vader grievous jango jarjar obiwan plo savage yoda * *hidden extra Lightsabers: tano, tano2 skywalker vader maul dooku kenobi opress Animals/Vehicles: reek Features: - New level screenshots for all maps included (matching the unbranded, clean, default design). - New icons for all characters included (matching the default design). - Proper full names for all bots in menu (matching the default naming style). - Fixes to known shader issues and sound errors/overlooks. - Simple to use callnames for all NPCs and lightsabers included. - NPCs for *all* characters. - Working bot relationships between characters. - All character NPCs properly sized in relation to one another (as per movies/TV shows). - Some authentic extra character bot dialogue. - Map names in menu cleaned (to default naming style). - A few rare to find character models. Basically this is a cleaned up, unified edition of all these selected mods in a bundle (however the PK3s are not merged, so you can still take mods out and replace them with other ones if you like). It's a unified, curated distribution aimed at making these mods look and feel like they are part of the official game, and improving their usability -- fixing bugs, and making it cleaner and easier to use them. -
Jedi Knight: The Clone Wars Extension Pack
Cerez replied to Cerez's topic in WIPs, Teasers & Releases
I can try to sum it up. I'll see what I can do. -
Jedi Knight: The Clone Wars Extension Pack
Cerez replied to Cerez's topic in WIPs, Teasers & Releases
I was thinking I could do one of two things (or a combination). I could write a Credits.txt file that lists for each character model their author(s) (with a contact email address?), making it easy to see who is responsible for the making of each model/skin or map. This, however, doesn't address their creative permissions. I could direct players to seek permission from the authors for any re-use of this content. That would be the simpler way to manage this. The other option is to hoard together all the readmes released for these models, and place them all in a "Readmes"/"Authors" folder, named for each character/location. -
Jedi Knight: The Clone Wars Extension Pack
Cerez replied to Cerez's topic in WIPs, Teasers & Releases
The thing is, we've had some bad habits that lasted in the community for more than a decade that impact usability in many of these great mod packages. One of these being the author-prefixed-suffixed naming conventions we use for naming NPCs. It makes sense when you have a number of models made of the same character, but in a person's personal collection it only serves to make use of those mods and NPCs tedious. If you only have one player model for a character, you don't need prefixes and suffixes to call their NPC. If I want to spawn Anakin, I'll call "npc spawn anakin". Nice and simple. Another thing is the repeated use of a misformed relationships definition in the JKB files that stops all bots from interacting friendly with one another. All these issues have been fixed in this bundle for these characters. These are some of the benefits you get in a curated bundle. -
Jedi Knight: The Clone Wars Extension Pack
Cerez replied to Cerez's topic in WIPs, Teasers & Releases
Here's a preview of the unified icon set: -
Jedi Knight: The Clone Wars Extension Pack
Cerez replied to Cerez's topic in WIPs, Teasers & Releases
No, that's exactly right. Is it worth for me to go to all this trouble? The one thing about it that players won't get by spending their time looking for and downloading all these files individually is the collaboration between the files, and the curated benefits. It took me years to fine-tune these packages to work well with one another and fix up all their misc. errors. Also, with the individually downloaded files you don't get the benefit of easily being able to call up on NPCs (without having to remember all those unnecessary mod ID prefixes and suffixes), and you won't get a unified interface. -
Question: I've been thinking about putting together a Clone Wars era (prequels) extension bundle for JKA (MP) for a while now. I have a high quality mod collection that I've sorting and cleaning for over a decade. It has a high selection criteria, so it contains only a few of the best models and maps created of Clone Wars era characters and locations. The advantage of this curated bundle, apart from it being a single, optimal download, is that I've tweaked all the settings to fix any broken NPC and BOT files, and harmonise them to work with one another -- such as the Anakin bot not attacking the Ahsoka bot, but Vader doing so. Obi-Wan not attacking Anakin, and so on. Their in-game sizes have also been adjusted to reflect their real sizes in relation to one another in the films and TV shows. Furthermore their NPC/BOT callnames have been simplified for ease of use and remembering, misc. texture/sound/shader errors have been fixed, and missing dialogue has been filled with appropriate character lines. On top of it all, I've created a new icon design for each of the characters that blends into the default JKA design pattern in the MP character selection menu, but distinguishes the prequel characters with a different colour to the Imperial Remnant era characters. In order to release this package on JKHub, getting a hold of the many author readmes and contacts/permissions pose a problem for me. I could host this on my private Dropbox, but I would rather make it official and accessible to everyone. Among other things, this package helps to solve the problem many Clone Wars TV show fans are encountering in bringing the world of the TV show into JKA. Now a single download would pretty much take care of it, JKA style, as an "official" community extension pack to the default JKA game. (Being JKA visual style, however, the bundle addresses prequel fans just as much as the CW TV show fans.) My question is, is it worth my trouble getting this up? How many people would actually be interested to see this package uploaded? How many people would oppose this idea? How many people would get offended if their mod was included in a curated, "official" character/map bundle like this? I'll see if I can get a screenshot up of the menu in action.
-
@@GMRobinHood Well, the Bible does get quite dark in some passages... Worth noting that this is one of the few exceptionally good casting efforts done for the prequels. Their young to aged transition looks fantastic, and the characterisation is perfect.
-
I had no idea it was so rare to find now. It's been sitting in my base folder for over a decade. Thanks to @Ruxith and @Barricade24 for our teamwork in getting this up on JKHub. And to @Imperial Officer for bringing it up as a topic. Worth noting that while the mod was made for JK2, it works in JK3 just as well, and improves on the variety of enemies you encounter. I think we're forever indebted to @HapSlash for this mod. It's become a classic.
- 10 comments
-
OMG, Blender is totally awesome!!! \\*o*//
-
Ben Kenobi and a Letter to Star Wars in 1977
Cerez replied to dark_apprentice's topic in Star Wars Franchise Discussions
For Alec this was a step down from his previous roles, and a chaotic, modern style production to act in where he couldn't focus as much on his work as he would have liked. I can understand his point of view. As a seasoned actor, I think we're honoured to have him in ANH, and he certainly made his special mark on us even under such "rubbish" circumstances to work with. Guinness was, and still is a legend. -
I wouldn't know where to begin with that, but I'm sure someone who's worked on JKA animation before could help you. (Come to think of it, I don't know anyone who has... ) Post a support request in Modding Assistance to see who knows about it.
-
It's just that, at a first glance, some of the Clone Wars map designs in JKA look like they could fit The Clone Wars style, so fans feel the game could be adapted to house The Clone Wars style as well to create the high quality Clone Wars game we never had. I fell into this mistake at first as well. The truth is JKA actually has its own stylised visual style that is more realism-based, and, more importantly, any Clone Wars style character doesn't actually deform well with the JKA animations due to their thin limbs in the stylised design. JKA requires thick limbs in order to minimise the awkward deforms in its animations. So what I've done instead is created a collection of JKA styled Clone Wars maps and characters, and that's worked quite well. I keep wondering whether I should upload it here as a bundle package (assets collection repackaged into a bundle, containing all the author readmes).
-
Ben Kenobi and a Letter to Star Wars in 1977
Cerez replied to dark_apprentice's topic in Star Wars Franchise Discussions
I see your point, and somehow they did make it through with the acting to a highly satisfactory level, so in the end it *was* managed well. Not sure how, if the director was not paying enough attention on the actors' preparation and understanding of their roles. Lucas must have had a brilliant crew at the time, and/or perhaps it's really thanks to his wife's extensive efforts that the movie was completed so successfully. -
Perhaps on mrwonko's YouTube channel? I would consult with @@mrwonko about this. I know (if I'm not wrong) that each animation in JKA requires a specific number of frames to fit into the hardcoded timeline.
-
Unfortunately I don't have the readme (only the PK3), which is why I've been hesitant to upload it. I suppose we could attach a lightly amended version of one of HS' older readmes to it from Anakin or Obi-Wan, for example. I see no other way of doing it, unless one of the JK3Files mirrors still has the ZIP.
-
Possible solution to JA's terrible NPC way-pointing?
Cerez replied to Dusty's topic in Coding and Scripts
If I get some time, I might try something. I feel that this method is outdated. Why should we *have to* graph pathways. A specific AI could be implemented to handle random walking behaviour for an NPC, for example. Or a method of avoiding collisions while heading towards a distant waypoint. Having to graph every single NPC's walking pathway is a tedious and unnecessary de-facto standard in my opinion. I would call it old-school. It may be good for optimisation purposes, but it's not something that really helps world design and development -- unless there is a very specific or challenging movement you need the given NPC to execute.