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Everything posted by Cerez
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What makes you say that?
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Really? It shows fine on this end. Both are linked from the same source... I'll be a good Linux user and point you the right way : http://fedoraproject.org/en_GB/get-fedora I love it. When my MacBook dies, I'll replace it with another laptop running Fedora.
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Mac OS X: I use this laptop for general fun/work/business. I've been a long-time Mac user. Fedora: My hide-away for inspiration and writing. The convenient thing with Gnome 3 is that you don't have icon clutter because there is no traditional desktop (unless you activate it deep in settings). The search in Gnome 3 is awesome! You can find anything on your computer easily, so there's no need to clutter things on the desktop. I keep most of my things in folders in the file browser. Don't worry though, I assure you, I'm quite strange! XD
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This is a friendly message to all those who have never fully watched The Clone Wars animated series (2008) because they thought it was too childish in the first few episodes/seasons. You're missing out. There's actually never been a better Star Wars story of a Padawan growing up to become a Jedi Knight in their daily life during the time of Old Ben's cherished "Clone Wars" era. While the whole thing starts with Ahsoka as a clueless initiate in (sort of) the spotlight, Season 3 onwards the story slowly shifts to a more adult perspective, and as she grows and learns her place in the Jedi Order, more intriguing themes come into play. There are dark force users who wield the force as magic, clone stories about brave soldiers who defied everything for the sake of human decency, dark side acolytes gone rogue after betrayed by their Sith masters, Padawan and Master relationships gone sour, and a whole lot of interesting insight into the Star Wars universe from all sorts of angles. Not to mention so many colourful characters and their stories from all walks of the Star Wars universe -- including links to characters even the original trilogy (hi Boba). It is Star Wars true and true, even if it is animated. So if you're reading this and you've never watched Season 3 onwards, what are you waiting for? Go and watch it now! I promise you won't regret it.
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Thanks @@therfiles. My idea is this: The player has selected a model/character at the beginning of the game. When the script runs as activated by a bound key, the value of the model cvar is saved in a newly created custom cvar called old_model. Then the model is changed to a new model as defined in the script (think change of clothes). When the player presses the action key again, the value from old_model is used to restore the player's previous model (clothing). I'm not sure if something like this would be possible to do in MP, but if we can somehow transfer a value between variables, then there's a chance I could finish this mod.
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I second that.
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Thanks, unfortunately this is for MP, and I'm okay to let go of the conditional concept (since there's no real scripting possibility in MP), but is there a way to transfer a value between cvars? Can I assign the value of one cvar to another through the console? Then I could create three different commands based on the player's gender/species, and make them toggle the new models on and off.
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No, more along the lines of: set ( "SET_ANIM_BOTH", "BOTH_HEADSHAKE" ); set ( "SET_ANIM_HOLDTIME_BOTH", -1 ); set ( "SET_FACESHOCKED", 2000.000 ); You still need to keep to the rules that Icarus has defined, but you can combine them because SET_FACE... and SET_ANIM_BOTH can be executed at the same time. They are animation on different layers.
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Thanks for your help guys. Hmm... This is not quite what I'm looking for. I have a mod that needs to activate a player model based on the player's current settings, and then revert back to the original model with the same toggle function. I need to be able to store a value from an existing cvar in a newly created one in order to remember the player's previous model and revert back to it.
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That's okay, @@Milamber, I figured as much. I'm still waiting for the right person to come along... She looks like a very interesting character, and she certainly has an impressive backstory. That reminds me, do we have the Cathar species in JK yet?
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You're right, @@NumberWan. I tried re-watching the series from the beginning, and I just can't get past the first two seasons. I always end up skipping them and moving to the third. In the first two seasons Ahsoka is very much a child, and story doesn't seem to be pulling in so much as the later seasons. I haven't analysed it detail yet, but I presume this is because the first two are relatively simple in premise, made for children mostly (in a strange/elaborate kind of way), and avoid tackling serious relationships. Even A New Hope dives into adult themes of personal loss and tragedy, and the prequels deal with political concepts, but the Clone Wars series managed to dive deeper into these themes and present a more personal/engaging and realistic experience. I guess that's why I love Ahsoka's story so much. That's why I was sad to see it go, too, especially after things started to get really interesting. David (the director) and the team really took things to the next level, story-wise, and it was really catching on… I'm just glad that in the end they managed to conclude it somehow.
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It means that you can use/script additional facial expressions in your own cinematics. It won't change the original base game's cinematics unless someone rewrites them to add these new expressions throughout the story. These additional facial animations were taken from the default/base GLA. To change/tweak them and replace them with your own animations, you would need to edit the default _humanoid.gla file -- but that's out of the scope of this project. There is another, advanced feature being developed which will allow you to fully customise facial animations to your liking here: http://jkhub.org/topic/4020-i-present-a-challenge/
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Where did you get these commands Asgarath? Most of these cvars don't seem to be present in MP at all... However, "sex" is, and it holds the value I'm looking for for the gender of the character ("male" or "female"). Now I have all three variables that I need: 1. model = the current player model 2. sex = the current player model gender 3. old_model = my custom cvar used to store a string Now the question is whether/how it is possible to tell the engine to store the current value of model in old_model. set old_model model is interpreted literally, and not as a variable with a stored value. Is there a way to indicate that model is a variable, not a string? P.S. snd doesn't seem to work from the command line, either… :/ The voice seems to be tied to the sound.cfg defined in each model...
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Version 1.0
396 downloads
Description: This mod consists of custom built binaries (and libraries) that incorporate a facial expressions patch to extend the amount of available Icarus scriptable facial animations in the single-player game of Jedi Knight: Jedi Academy. It is designed for single-player mods where the developer/author wishes to have more character facial expressions in cutscenes and otherwise scripted sequences than what the base game allows. Instructions: Mac: Include the custom binary (app) with your single-player mod as a launcher. Provide instructions for your users to place the launcher in the "GameData" folder (above the "base" folder) and use it instead of the default single-player app to launch your mod. You can rename the launcher to whatever you like. Windows: Place the patched DLL file into your single-player mod folder. The new facial expressions are accessible with the following commands in Icarus: SET_FACESMILE SET_FACEGLAD SET_FACEHAPPY SET_FACESHOCKED ...and of course there's SET_FACEFROWN and the rest. You can also combine any SET_FACE... animation with either of these SET_ANIM_BOTH head animations in Icarus for more variety and expression: BOTH_HEADNOD BOTH_HEADSHAKE BOTH_HEADTILTRSTART/STOP BOTH_HEADTILTLSTART/STOP And use the character looking down with a solemn face for show of sorrow. This mod was built using the OpenJK source: https://github.com/JACoders/OpenJK/ Special thanks to Asgarath83 and Eezstreet for their help. -
Hmm… what would that involve? Does that mean changing the game code? How would you open a menu to test a cvar and run the commands?
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Okay, I did some research and it turns out that you can set a custom variable (cvar) with the set command, but how do you transfer the value of model into the custom cvar? And, more importantly, is there a way to create a conditional (if-else) statement in a CFG script?
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Okay, unusual question: Is there any way to query the current player model and store the data in a custom variable through a console script (CFG) in JKA? Let's say I'm using the Kyle model, and I'd like to memorise the current model's gender and model name so that I can use it for reference in a script. What I'm trying to do is get the game to automatically determine if a player model is male, female, or alien, and load a new model in its place that corresponds to the appropriate gender, then toggle back to the original player model using the set variable. I know this is pretty advanced for JKA, but is there any way something like this could actually be accomplished? EDIT: I know that you can query the current player model with the model/playermodel command, but is there any way to store that info in a custom variable?
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Model Request - General Kenobi/Skywalker (Clone Wars)
Cerez replied to Kiaiko's topic in Mod Requests & Suggestions
Just a wild idea, but why not Frankestein Obi-Wan's head onto a clone trooper model? could do a great job of this. That'd be pretty close to what you are looking for, wouldn't it? -
That's true. But I liked it that way. The overall themes in Star Wars are not for kids anyway. They are much too suggestive and adult in concept.
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Well, I'm afraid to suggest, seeing as most of my suggestions have been turned away in the past. I don't want to seem selfish, but I would love it if someone actually attempted to model Ahsoka as a real SW character for the first time. Hirman did a quick job of it early in his development as a modeller, and compared to everything else it is a poor attempt at best. I don't want force anyone to work on it, and I would really like it if it was a work of passion. That said, there are still so many other character in Star Wars that are missing a worthy representation in JK as well. Pick something that inspires you, and that you feel you're up for the challenge to do.
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Well, yes and no, because the animation director co-ordinates the visualisation process, and s/he is following direction from the director of the series, who in turn follows direction from the producers, who are Disney employees. So at the end if the day the one who invests money in the series is the one who decides how the series will look. If they say make it more childish, that's what the animation department will have to deal with. That's a very interesting insight, NumberWan. I actually really like your trail of thought here. I wonder if this is because the stories keep getting worse or because people need time to adjust to new stories? I suppose it's the latter. I wasn't around in the 80s, but it's very interesting that The Empire Strikes Back was deemed not as good as A New Hope back then. It probably has to do with the whole "sequels are not as good as the original" concept. How was Return of the Jedi received when it first came out? As a die-hard Clone Wars series fan I must protest. CW had a highly distinct visual style focused on simplicity, but the level of detail and representation was carefully thought out. Rebels is a much too stripped down version of the CW style that looks more like a regular cheap kids' Saturday cartoon than something that was given serious thought.
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Oh, I didn't know that. Thanks Circa. I'll submit them, then.
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I think a complete overhaul of the animation code might actually be a really good idea if it was rewritten to allow more freedom and flexibility, but I'm not sure that that would be in the scope of OpenJK. In fact, probably not. I've sort of started playing around with that idea in my facial expressions tweak, and I've noticed that the Raven team has rushed things quite a bit and only programmed for Icarus what they needed specifically for the story in the game. They didn't code the animations with extensibility in mind, and not a lot of thought was given to combining certain animations for the sake of creating new ones. In other words, it's a big mess, and to fix it we need a new design and extensive code rewriting. Otherwise you could build the new (waist-up) shooting stances around the current limitations, and try to make them look good even with the default idle stance. Making the characters hold the weapons proper will still make a huge difference to the overall game experience.
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Why not do a little research into other Star Wars characters? I think this is the third or fourth time someone's making a Revan model. The Star Wars universe is massive, and once you start reading, there are so many interesting characters to choose from. There are a lot of minor characters in this list, but every once and again you come across someone interesting with a detailed backstory and a more significant role in Star Wars fiction/media: http://starwars.wikia.com/wiki/Category:Individuals Find a character that you find interesting that no-one's made (or is already making) a decent model of. Take a unique look, a new species -- something that presents a new challenge for your modelling skills.
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Wohoho! That is indeed the readme we are looking for. You must have magical powers, Ruxith. Well, there you go guys, the full mod. It just needs to be packaged into a ZIP file.