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Everything posted by Cerez
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No, it's actually a good one, that has proper rigging. I've also tried to load the Jan model in its place into NPC_spawner and I got the same result with Jan. Could it be that these talk animations are expecting a sound file to work? But my bigger worry is about the facial animations. I would like to get them working on the character's face without forcing the model to go into a "T" pose.
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That's it! Thanks Mrwonko!
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I'm working on JK in-game cinematics/scripting, though, not photography/filming…
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Has anyone found a way to add ease to the camera movement in the JK engine? The camera controls are quite flexible and neat, but they are often too sudden in starting and ending. I'm looking for a way to slow them through the script so that they appear to behave more like movie cameras in the real world.
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Okay, I've started diving deeper into Icarus scripting, and I've come across something that left me a little baffled. Using the "SET_ANIM_" set fields is clear enough when it comes to full featured animations (starting with "BOTH_"), but what about the smaller facial animations (the ones starting with "FACE_")? If I try to apply any of these with the "SET_ANIM_UPPER" set field, I end up with the model stretching out into a factory default "T". Is there any way to preserve the existing body animation and overlay the facial animation on top of it? Additionally, with an NPC_spawner entity the mouth of the model will not move when a "BOTH_TALK" is applied with "SET_ANIM_BOTH". What's up with that? If anyone can shed light on either of these enigmas, I would really appreciate it.
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Oh, I getcha! There is an item called the NPC_spawner in the NPC list, and this can be assigned to any custom NPC by name (by adding the NPC_type key-value pair). Thanks, Mrwonko.
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Use English language. ... care to elaborate? :/
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Star Wars: The Old Republic: Darth Revan
Cerez replied to Lamented's topic in Art, Media & Technology
Looks and sounds intriguing. As far as book covers go, this is neat and does a nice enough job to stand out and catch the reader's interest -- which is what a book cover's purpose is, really. Omicron has some interesting creative ideas above that could benefit the design, but I think it's great work either way. Graphics-wise my only gripe is with the white outline around the TOR logo... Either add a small white glow to it, or find a cleaner source image. -
I'm sure this question has been asked a million times, but how does one load a custom (third party) NPC into a map with GTKRadiant? The only options I see are the default NPCs and the player's character from the game.
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Wow, this is great, Captain! Keep making music like this. I love it! It feels like a mystery that's happening on Coruscant, maybe involving some secret information archives? Make music and I'll write stories to it!
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Thanks, Bacon.
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So, then the OpenJK folder is loaded by the user if they want to play an OpenJK based game? I guess in a practical sense this works much like japlus and MBII, right? Is there a way to tell if a server is running OpenJK and not the retail game in the server list? I'm ready to give up with trying to make it work on my Linux computer. It's a great little laptop, but it just can't handle games. If someone reading this has a similar problem and they are desperately trying to make it work, I suppose the thing to do would be to install a different driver for the 3D graphics card, and see if that driver handles the game's visual effects better. EDIT: Also, this is purely for cosmetic reasons, but is there any way to hide a mod/folder from the SP mod loading list?
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For reference, the graphics card in my Sony Vaio Linux laptop is: Mobile Intel GM45 Express Chipset Gnome doesn't seem to have a problem with the graphics driver, so I guess this is a compatibility issue between this graphics card and JKA, then?
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Why are these files not in base? Can they be moved? I'd like to hide the OpenJK folder from the mod list somehow, since it isn't a conversion mod, and it makes little sense for it to be showing up there.
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I'm pretty sure you define a target for the NPC through the script in a similar way as when an NPC looks at another NPC: affect ( "Anders", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "Castle" ); } Though what the actual command is still eludes me.
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Here is the screenshot. My graphics card actually gets overloaded, so it may be a driver issue after all. Unfortunately r_ext_compressed_textures did not fix it, Xycaleth.
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Oh, I also wanted to ask, what are the OpenJK folder and its contents for? Are these DLLs automatically loaded by the binaries when the game is launched, or are they there for a special use?
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A handy tip and a great idea! Thanks Eezstreet.
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It turns out this has nothing to do with OpenJK. It's a bloody Windows 8 setting that's built deep into the core of the system! I had to dig into the registry and set the following values to zero: DisableWhenType_Enable, DisableWhenType_AllArea Did I mention how I hate Windows? x.x Regarding point 3, I've noticed that the autosaves seem to load without a problem, but the manual saves cause the illegal "Loaded chunk (LVLC) has different length than requested" response.
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Thanks Xycaleth. I meant just wide-screen support in general (with UI stretched). It was my bad; I forgot about r_mode. I can confirm that removing r_customaspect kept the settings intact, but it's curious that the game accepted this value and kept it in the config file as if it were a valid argument. 2) That's strange because this is definitely a problem for me. I think it only happens on my Windows 8 platform. I'll try clearing out all the settings and see what becomes of it. 3) I see. Thanks for clearing that up, Xycaleth. So transferring save files should be done with caution at this stage. 4) I knew I should have taken a screenshot! I've already given up on trying to get it to work on my Linux computer. I'll see if I can set it up again, and take a screenie for the record. Somehow I get the feeling that it isn't the driver that's causing the problem. I'm not sure why… And I'll try your suggestion. I know, I'm sorry… >.<' Please don't beat me for it…
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Thanks Apprentice! I forgot about r_mode "-1", and I didn't know about r_customaspect "1". That sheds a light on my ignorance and and answers point 1. After setting these values, not only did I get the custom resolution I wanted, but the strange "moving to the side" launching error stopped as well. Yes, I'm sure. It's CFG, and it's not getting loaded. I've worked around this by manually loading the script with "exec autoexec", but I think this is an error in OpenJK. My Jedi Academy folder is moved from its original install location, so it could be that the path to the autoexec.cfg is not set relative in the programming. This problem is consistent for me with OpenJK in Windows 8… And it affects gameplay, unfortunately…
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I have another funny problem… autoexec.cfg is not getting executed at launch! o.O Where is yours located? I've tried placing mine into the base folder, and into the My Documents/Games/OpenJK/base, too.
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I'm coming from the latest Mac retail version of Jedi Academy, so please bear with me. This latest release has some enhancements over the older Mac version of Jedi Academy -- such as much better stability and wide-screen support -- but it is also lacking many of the original features, one of which is a major downer: absolutely no SP mod loading support (not even through the command line). I've downloaded OpenJK and tried it out on a couple of computers (Linux Fedora and Windows 8), and I've come across a few peculiar things that I would love to get some answers to. 1. Wide-screen support: Does the current build of OpenJK support wide screen resolutions? On Windows 8 it seems to be doing a funny thing where it will sometimes switch the screen to 1024x768, and sometimes keep it the original size (1366 x 768), and move everything off to the left side of the screen. If I set r_customwidth, it doesn't seem to support it. 2. The mouse: If I hold down a key or two on the keyboard and try to look around with the mouse, it won't happen. The mouse gets jammed. This seems to be a consistent problem. Is this a bug? Is there a known fix/workaround for it? 3. Save files: I've transferred my save files across and tried to load them in OpenJK, and some of them loaded without a problem, but with others the game would drop me out with the following message: "Loaded chunk (LVLC) has different length than requested". What does this mean? Does OpenJK read and write save files differently than the retail versions of Jedi Academy? 4. A mess in Linux: Running the game on my 64-bit Fedora (Intel Graphics) machine, I came across some strange graphics glitches where entire parts of models or UI elements are missing or black. Would this be because of the Intel graphics card, or is something else the cause? I ran OpenJK with an Intel graphics card on Windows, and there I didn't seem to have this issue. I've installed the SDL2 package because without it the binaries would not run, but maybe it's not enough -- should I have installed the whole development package (SDL2-devel) instead?
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LOL! AAAAAH! This is getting too confusing!!! >.<'
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That's true, but a coincidence...