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Cerez

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Posts posted by Cerez

  1. It's a comprehensive mod that replaces a number of Kyle related models in the SP game. A simple NPC file tweak would not be sufficient. There's not really any way to change the mod.

     

    I'm just wondering whether there is a way to tell JKA to ignore a PK3 for the MP launch (but not for SP).

     

    Also, what's the situation with model dismemberment in the base MP JKA? It doesn't seem to be working for me at all… :/

     

    I've tried the following:

     

    cg_dismember

    cg_dismemberment

    cg_sabermorerealistic

    g_dismember

    g_dismemberment

    g_sabermorerealistic

  2. #2: I'm not sure...what are you trying to accomplish? Maybe we can think of another way.

     

    I have a peculiar mod that I sorely need for SP but that breaks the default Kyle model in MP, and therefore the game itself. I want to load the mod only when the SP game runs, and get the game to ignore it in MP.

     

    The mod itself can't be fixed/helped. It's just the design of it.

     

    The older Mac release of Jedi Academy allowed for two base folders -- one for SP and one for MP -- but now that I'm stuck with only one base folder this presents a problem.

  3. You have to read the article below the clip  :winkthumb:

     

    Yeah, I guess he wanted more people to see it. After so much work I can't blame him.

     

    As a video editor, this astonishes me.

     

    For VFX shots, you are compositing these 3D models on top of the captured footage. This means that whenever the vehicles are viewed through a chain-link fence or are passed by a bus, the animator took the shots frame by frame to add in the models to appear below the fence. Additionally, the handheld feel (probably added in post) sells the entire piece. Fantastic job by a talented artist! :)

     

    Well said, Therfiles. ^_^

  4. Yo, nice to have you here

     

    Thanks Omicron.

     

    I'd like to stick to the original designs and not make realistic interpretations xD

     

    It's a much bigger challenge, but I would like this, too. I think the realistic renders should be an independent project from this one.

    CaptainCrazy likes this
  5. I think it'd be cool to see someone adapt some of those characters in a realistic way (instead of the cartoony style).  It'd still give you a lot of creative freedom (at least with ones we don't see in the movies), and we'd get to see what the characters might look like if they were in a movie.

     

    An interesting suggestion, Darth.

     

    I think this should be a separate project on its own: to creatively interpret all the Clone Wars characters and create a realistically rendered model set for them in JKA.

  6. @ I believe that @@JAWSFreelao was, and maybe still is, working on a CW mod but I'm not certain how far along that is.  Would be nice however to construct a team from the ground up rather than just jump into one half way lol.

     

    We'll see. Possibly we can merge certain aspects/resources if @@JAWSFreelao's team is interested.

     

    Anyhoo this is meant to be an introduction thread so we should probably take it to private messaging if you want?

     

    Probably a good idea. If anyone reading this is interested in getting involved in a CW series project, feel free to send me a PM until I get things ready to announce anything officially. (That is if I can get over the technical hurdles first.)

    JAWSFreelao likes this
  7. Well I can easily skin it but it's too high poly to put into this engine so yeh.  Could always make a low poly version though I guess.

     

    Do it! :winkthumb:  I'm working on an Ahsoka JKA model with @@Asgarath83, and you guys have already recreated Plo Koon from the series. With the Clone Wars Adventures resource we have a direct foundation/reference for a skinning and modelling style to use with JKA that matches the series' visuals.

     

    I really did like the Clone Wars series and occasionally consider actually making maps and characters in that style for JA but would be a lot of work for one person.  It'd need to be in a sort of pastel coloured cartoon/stylized, well, style too which is kinda not the norm for this game.

     

    On the last bit, I do have some ideas for a more serious project involving JKA and the series, and I'm interested in getting a skilled team together to embark on creating a new CW series based game/direction from the JKA source. But more on this later. At this stage I'm still working on the initial concepts, the script and learning the tricks of scripting cutscenes to test the fundamentals and prepare some demos.

     

    The episodic format of the series and the stylised visuals lend themselves well to a game adaptation that follows very closely in the footsteps of the series.

  8. I like Ahsoka she's awesome! :D

     

     

    Listened to an interview on the radio half a year ago where the woman that voices her was doing a Q&A, sadly I got in too late and my question wasn't answered -_-

     

    I actually made a low poly version of her lightsaber too :P   Never finished it though xD

     

    https://skfb.ly/yHos

     

    Wow, that looks amazing! You have to finish it, Captain. Now that I've seen it I can't stop bugging you until you do. :P What's not finished on it? From the looks of it it's ready to be skinned and put in-game.

     

    By the way, I'm so glad I've found at least one person here who shares my fandom for The Clone Wars series and Ahsoka's character! :D

     

    The actress is kind, but her character is wicked! ^_^

     

    Best Padawan ever!

     

    It's so sad that with the Disney buyout the series was forced to an end, but I'm glad that Dave and the guys managed to complete her story in a way, though.

    CaptainCrazy likes this
  9. Okay, I found out a couple of things.

     

    First of all, you need to rename all the "saber" instances to "w_saber" even in the model, DT. It's important that you keep the naming conventions, as the engine seems to be looking for the "w_" in this case for loading certain elements -- possibly right for the shader textures:

     

     

    You will notice that this particular saber has a couple of parts to it aside from the tags (little triangles sticking out of the saber).  Raven added the ability to cut sabers in half in Jedi Academy. Make sure that when in your 3D application you name all parts of the mesh you start with a w_.  The saber won’t work otherwise.  The engine looks for the “w_”.

     

    Source: http://web.archive.org/web/20050330000010/http://psynex-land.com/saber%20tutorial/Custom%20JA%20Sabers.html

     

    Secondly, there is some mention about including the specular textures in the model build if I understand this correctly:

     

     

    About the spec files, I haven't tried yet. But I think it is applied in Max as well. The spec textures' format and elements positionnings are exactly the same as the common textures.... And you can affect a map to specular under Max as well. So I believe it is all work with Max. What I haven't really figured for now are the glow options. File format is different, so I don't know yet. Will see later, probably. Those two things, specular and glow, are what can truly make the differences between one common hilt and one good one 

     

     

    Source: http://www.lucasforums.com/showthread.php?t=111660

  10. Nope, the darth maul staff hilt from RevanDark's hilt pack's shader works fine. Copying his shader has no effect either, so there's something else stopping DT's hilt from allowing shaders to work.

    I want to add that RevanDark's environment image for the hilt is really nice, and I think would work better than the one you used on the hilt DT.

     

    Thanks Ruxith. I'm guessing this has something to do with the GLM's make-up then? I've tried overriding the internal setup with a SKIN file, but that showed no results either. Perhaps the environmental and specular textures need to be included/linked in the model somehow for the shaders to take effect? I'm really not sure at this point… :/

  11. After spending a good hour in trial and error it appears to me that JKA has no shader support for saber staff hilts. Can someone confirm otherwise?

     

    The same shaders that work on the single hilt seem to have no effect on a staff hilt.

  12. Can someone please look at the lightsaber's shader and find out why the specular + env isn't being shown?

     

    Well, first things first: make sure that the letter-casing in the paths is the same as the actual folder structure (e.g. DT_Maul_Saber, not dt_maul_saber). I'm not sure if JKA is sensitive to casing in the file paths. I imagine it would be.

     

    EDIT: Hmm… on further inspection I cannot find anything else wrong with it. The shader file is set up and referenced correctly, and the assets appear to be in order, too, yet there's no visible change on the in-game model…

  13. Hehehehe! Thanks guys. ^_^

     

    Welcome aboard but from the sounds of things, I wouldn't say your a padawan learner, too many skills to be ranked that low. :P

     

    Well, I guess that depends on how you look at it. It does take years of training to rise to the level of a Jedi Knight, after all, and a Padawan has to learn many skills before passing the trials. ;) Not all students progress fast with their training, either...

  14. OpenJK's main goal is to provide compatibility / bug fix JKA.  This is more of a feature, as a result it doesn't really belong in OpenJK.  Also JKG's stuff was for npcs, not bots.  JKG was never designed or intended to really have/support bots and as a result we've done very little to nothing with the existing bot code.

     

    I see. Thank for the heads-up, Darth. This helps to clarify the general direction of the two projects better.

  15. Hey,

     

    I just realised I never introduced myself.

     

    I'm the new Padawan learner. I'm Ahsoka Tano-- erm… what I mean to say is I'm a Star Wars fan diving back into JKA modding, and hopefully cutscene scripting after a long hiatus of many years. Looking to meet friends and work collaboratively on hobby projects centred around Jedi Academy. This game and its greater creative community has somehow stayed with me for all these years, and I find that even if the graphics have aged, the essence of the world remains and presents more opportunities now than ever to build and make dreams come true (especially with the recent open source developments).

     

    Jedi Academy was the first comprehensive game to pique my interest in modding, scripting, graphics and game design, and I have found all the time invested in it worthwhile to fuel my passion for certain creative digital processes. I've had experience in shader writing, icon and UI design, audio conversion and editing, skinning, character design, scripting, creative writing, acting, and machinima filming all through my involvement with the greater JKA community.

     

    I chose these particular forums and community because of an excellent resource and organised approach, but I really look forward to getting to know you all and to work on some great creative projects together. The talent here is amazing, and there really is no better time to excel with our work and create lasting entertainment we can all be proud of -- all the while developing our skills and having a great time doing it.

     

    So here's my best wishes and hopes for a friendly and memorable experience.

     

    Finally, in the tradition of Mel Blanc, I'd like to conclude with the random shout:

     

    WHO THE HELL IS KENOI?!!

  16. Nope.  What would give you the idea that OpenJK is using JKG-specific stuff?

     

    See above comments from fellow members. I take it that's not the case, then. It doesn't matter, really. Either way this is way too big a task to take lightly, and will need much dedication to be improved/fixed.

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