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Cerez

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Everything posted by Cerez

  1. We'll see. Possibly we can merge certain aspects/resources if @@JAWSFreelao's team is interested. 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.)
  2. Do it! 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. 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.
  3. 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. 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! 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.
  4. Wow, thanks Serenity! I'll have to hit up the JKA source and give this a try. I was planning on compiling OpenJK for Mac OS X anyway. Just to make things crystal clear: which source file do these lines reside in?
  5. 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: 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: Source: http://www.lucasforums.com/showthread.php?t=111660
  6. 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… :/
  7. Norton Commander: http://en.wikipedia.org/w/index.php?title=Norton_Commander Running it on DOSBox now, along with Midnight Commander in Linux. (It was the very first graphical interface I was introduced to before Windows 3.1.)
  8. 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.
  9. 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…
  10. I can do that. Let me have a look...
  11. Hehehehe! Thanks guys. 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...
  12. I see. Thank for the heads-up, Darth. This helps to clarify the general direction of the two projects better.
  13. 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?!!
  14. 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.
  15. I see. But I take it some of the code related to this has been brought over from JKG?
  16. LOL, go Raven Software! How can you design AI based on a fixed route where the actual AI is reduced to guess-finding a route and attacking an enemy in range if the enemy happens to be near the designated path. As good as many features of JKA are, this is one of the worst. I'm guessing that the funds for this were cut to bare-bone low because the management thought MP will be just a gimmick, and isn't worth investing much in. Thanks for the insight, Ensiform. I suppose the only way to really fix this would be to code a new AI system, or adapt the NPC system for MP. I'm guessing the latter is what the JKG and OpenJK team are working on. Oh, and thanks for the detailed explanation, Darth. I appreciate it.
  17. That's true. A core rewrite of the AI system would really benefit this game. But in the meantime, I would personally love to do two things: 1. Disable/reduce running for bots. 2. Disable hopping/jumping for bots when no route is present. If anyone knows how to script/modify either of these, please speak up or forever hold your silence.
  18. Also, saber1 in the bot file needs to be fixed to 0. 6 is not a valid value. Source: http://www.lucasforums.com/showthread.php?t=200206
  19. Yep, that does figure. Still, I imagine forcing them to walk instead of run wouldn't be too much of a challenge, would it?
  20. Yep, the cull twosided fixed it.
  21. Are you sure? It's working on this end. I'll try an alternative upload. I don't think I have a DropBox account… :\ The normal one. I haven't tried the other two. Should I take a screenie?
  22. (Sorry about the massive images above. Next time I'll be sure to use links...) And an alternative icon for ye who fancy: I noticed one small error with the model: the inside of the garments is missing a texture. It's particularly noticeable when the character squats. I think if the external texture was mirrored on the inside that would effectively fix this issue. Otherwise, just as everyone has stated: excellent work. The resemblance to the real life actor is as close as I've ever seen in a model.
  23. Monty Python to the rescue! Some guy? o.O On jacoders? o.O Do tell.
  24. JKA's terrible lighting does have a hand in all this, but the textures are dark. In the future remember to keep the textures as bright and clear as possible, DT. Don't add apply any low brightness to them (even if it is a generally dark character) because JKA's lighting is already unforgiving, and will turn anything under full lighting to dark anyway. I've also added an extra shader onto the eyes, as Maul's eyes are not quite human and they do appear to glow most of the time. I hope you don't mind my hand in this, DT. Here's the updated package file: http://www.gamefront.com/files/24343635/maul.zip EDIT: And just for you guys, I set up a DropBox account. Aren't you special? https://www.dropbox.com/s/l7ykd2bwthyfktn/zzzz_DT_Maul.pk3 Screenshots:
  25. I think we should be able to fix that with the proper shader. I think I'll have a look into it.
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