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Cerez

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Everything posted by Cerez

  1. That looks amazing, @@Lancelot! If you ask me, that's what every noble and handsome alien prince would look like! The back of the jaw definitely needs more dimension.
  2. Scooper, this mod is incredible! I've never seen anything like it made for JKA! Both thumbs up!
  3. What about Makermod? I've just encountered some people online who are using nothing but Makermod to have fun with JKA. The thing is, imagination is the limit, really. People create what they are inspired by. (In this case, creative worlds like Minecraft.) I think the main reason JKA is so popular is because it is available for modding, allowing for a wide range of flexibility in its design, despite its old base technology. Most of that is thanks to having been built upon the flexible engine known as the Quake 3 engine, but some of it is thanks to Raven Software's organisation of JKA's resources and assets, and much of it is thanks to the community's efforts to keep the game and its development resources accessible. The most popular mods are those that cater to people's widest -- not wildest! -- imaginations.
  4. I'm kidding, guys. Magic wand is as good a tool as any. It all depends on how you use it. That actually looks pretty nice, @@SiLink. Taken from ModView?
  5. Thanks @@Wystan. I didn't know about this project. That indeed sounds like something that is built just for this purpose -- albeit with more head textures for the same head model created. See, that's why I don't want to rush into things, guys... It's best for me to concentrate on getting the model and its default textures finished now.
  6. ... I'm not following...
  7. I would actually prefer that other people took their own initiatives with the model after it is released. My aim with this project has been to release a proper JKA model for Ahsoka Tano in her prime -- one that does her justice standing next to Anakin, Plo Koon, and Obi-Wan. I plan on using her for my own cinematic scripting (storytelling) work, which is where my real passion lies. Quite frankly, making this model has been a tremendous amount of work, requiring from me to learn a ton of skills I'd never possessed, and it's still not over. I will be glad and entirely satisfied when she's ready and released, and I don't look forward to working on her more any time soon after that. I am interested in any project involving parts or aspects of this model. You know how I support all quality creative work, whether it be kitbashing, tweaking, modeling, skinning, video shooting, comic book making -- wherever your skills and interests lie. I actually think it would be a fantastic idea to kitbash this model's Togruta head onto the human or twi-lek SP player body -- creating a female Togruta race as a customisable, selectable option within the game. I was hoping @@Śăļvõö or @@Kualan may be interested in taking on such a challenge. With a few head/face re-skins we could create a whole range of customisable heads -- since there are no hairstyles for Togruta. But let's not rush ahead... There's still much work for me to do before I can release her.
  8. Hahaha! Otherwise known as Twinsen's Odyssey in the West. Used to adore that game. It's the hairstyle.
  9. @@minilogoguy18, that all depends on who's looking at it... I can see your avy is 1 and 1/2 pixels off... (j/k) Edit: Of course using the magic wand can do just as fine... if you're a fairy...
  10. Cerez

    R2-D2 Dagobah Skin

    In other words "dirty artoo"! This is a very nice and imaginative reskin, Kylo.
  11. Okay, done with the first draft. The doco's up and ready for reference. https://github.com/JACoders/OpenJK/wiki/ICARUS-Scripting
  12. Yeah, but it's not as neat... Hahaha! (I warned you... )
  13. Windows previews are known to be very unstable and often work very different to the actual Windows release that follows. I remember running the 8 preview for an extended time, and when I switched to the actual 8 release, apart from the UI, it was like running a completely new system. Even if you do get it to run well on the preview, it doesn't mean that the same setup will work on the release. Still, it may prove to be an interesting experiment... Can you run GTKRadiant with a log? It may be that certain libraries are missing. But if you got the software to actually open, and remain open, that's a good first sign.
  14. Oh, thanks @@mrwonko!
  15. There's an OpenJK wiki?! Why am I always last to find out about these things? Thanks @@eezstreet. Edit: I've created a first draft, and I'll clean it up, shortly. https://github.com/JACoders/OpenJK/wiki/ICARUS-Scripting Are we going to use this Wiki as an official and valued resource for OpenJK? Because I don't want to waste time with it if it's not going to be the real thing...
  16. Did you wash them with Colgate? (They're looking very fine. About as fine as they can be. )
  17. I don't know why, but that alias rings a bell...
  18. Patience. Star Wars Rebels just came out recently... It'll be a few years until you will see a larger selection of Rebels character models and maps appear. These things take time.
  19. This has nothing to do with scripting, actually. What you would need to do is create a movie in a movie editing software, export it, convert it into the ROQ video format required by the game with the Quake Video Maker (http://www.moddb.com/tutorials/how-to-create-a-roq-video-file1), then put it in a PK3 (using Pakscape) in a newly created "video" folder, and name it "ja01.roq". The video "video/ja01.roq" is what the game uses as the introductory video to the single-player game's story.
  20. Yep, @@Circa's spot-on with this one. I usually take a larger screenshot of the torso-head (bust) of a character, and then use the Polygonal Lasso Tool (with straight ends) in Photoshop to cut the character image I need, and then downsize it to the required size. But I'm a hopeless perfectionist... @@Circa's method is more productive, and easier. The reasons most people omit the extra skin icons are two: 1. The game only supports so many icons in the character selection screen. 2. It's a tedious process to create icons for every skin variant. The advantage you have by creating your own icons for the character skins you've collected is that you can customise it anyway you like, but it does take work...
  21. Update: we've finally merged this simple code enhancement with OpenJK. If you are using a build past March 2015, you can use the extra facial expressions without the need for this mod. I've updated the official SDK Icarus documentation to reflect the additional options. @@Circa, @@Xycaleth, @@ensiform, @@eezstreet, I'm not sure what the best way to distribute this would be... https://www.dropbox.com/s/roqi86hqz6vsnq8/ICARUS%20Manual.doc?dl=0
  22. This is actually a more advanced coding/scripting request, possibly requiring team work. Since the beginning in this game, Kyle has been used as a default character in MP for any skin/model that the player does not have in their base directory. Personally, I have always thought this was a rather cheap way to manage the situation by Raven. Now that we have possession of the source code, I suggest we have a look at how to create and implement a small script that runs each time a new player/bot joins in on a server, and assigns a random model/skin of the same gender as what the player/bot on the other side is using from the player's current selection of models/skins (or the default/base selection) -- if the player does not have the model/skin used on the other side. This assigned model/skin would then be preserved for the duration of the game (the player's presence on the server) on that individual. This assignment would be handled on the client side. The genders could be parsed from the sounds.cfg files, and communicated by the server to the client. This would help to insure that the monotony of seeing Kyle clones is broken, once and for all. (No more ever-present and boring "take that" taunts from your opponents.)
  23. @@SiLink, you know, people say that JK3 is not a great game, but any game that keeps you around for that long can't be that bad... I guess it has way more to offer than many of us realise. I'm actually a little stunned by how long I've been playing this video game, on and off. The only other games I've kept around are ones that really inspired me and left a mark. I remember Dark Forces. I was mesmerised by it as a kid.
  24. Witnessing the recent comments and discussions, and seeing the renewed rise of interest in Jedi Academy has inspired me to ask this question from everyone, simply out of curiosity and getting to know each other better. We all come from different backgrounds and experiences, and some of us have started this journey with JK2 (Jedi Knight: Jedi Outcast), or even earlier. All things considered, how long have you been a part of the Jedi Knight (JK2/JK3) community? I'll start. I have started with JK3 (Jedi Academy) and joined the greater community (back then JK3Files was the main hub) in 2004. So I've been around (on and off) for 11 years now.
  25. JA+ has had the biggest adoption rate on servers by far. The extra animations it has introduced from base JKA served well to facilitate communication within the multiplayer world of the game (with an expanded emote system), as well as re-introducing some Star Wars related game features to multiplayer, such as the grapple hook, and the jetpack, and introducing some entirely new concepts, such as private duels in an FFA environment. Movie Battles II has created an alternate, huge stream of outstanding creative modifications that aimed to expand on the character and world-set, create a new battle system, and create a Star Wars experience that was more true to the movies. A remarkable achievement as far as the modding community goes, and an impressive demonstration of the power of the community spirit within a single project. The more niche role-playing community received a number of mods that aimed to make role-playing on JKA competitive servers possible with a new ruleset and RPG features. One of the most adopted ones of these mods has been the Lugormod. I have had the pleasure of being a part of a number of smaller role-playing communities that used the action-based MP game servers for story-telling and an entirely different gameplay than what the game was intended for. Most recently, with the release of the JKA source code, the OpenJK project has given rise to a number of more advanced JKA modifications, and is likely expected to be the hub of a new era in JKA modding. It already is here on JKHub. It is an open source initiative to improve upon and expand on the original game while remaining true to its origins. It is a mother project and an outstanding base and resource to many. Out of all these amazing community projects, I would say OpenJK will have the biggest impact, however, it does not yet rival the impact the Movie Battles II project has created, as it is still young in its development. All that said, it is unfair to judge any of these projects above the other simply due to their widespread adoption rate and larger community impact. Every mod ever created for JKA has made a huge contribution to advancing the modding community and inspiring new talent, no matter how big or small. The magic of modding comes from each of us as individuals, and through the act of sharing we are contributing to an everlasting and ever-growing, inspiring community. As long as we are prepared to create and share, its spirit will live on. JKA and these mods mean something different to each and every one of us, and we do our share to contribute back to the source, and expand on its world, creating the community that has been, and that we know today.
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