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Everything posted by Cerez
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I'd like to submit this code/patch/update to OpenJK. Can anyone explain me what to do? I'm not really familiar with Git… Do I just create a DIFF file and upload it somewhere, or is the procedure more difficult than that?
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Windows build up! ^ ♥ On a side note: you can also "simulate" sadness by having the character look solemn and tilt their head towards the floor. And don't forget SET_ANIM_BOTH BOTH_HEADNOD, BOTH_HEADSHAKE, BOTH_HEADTILTRSTART/STOP and BOTH_HEADTILTLSTART/STOP. You can combine these with the new/old SET_FACE animations for more variety.
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This is the only EULA that I've received with my purchased version of the game. It was purchased on the App Store.
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Let's hope we're all reasonable and it doesn't. Good point. That's a good start. Here:
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The issue of paid commissions and legal ownership of commissioned content needs to be further discussed, so I'm opening this topic here to post your ideas and legal research material, so that the community can get to the bottom of its fears from legal prosecution, reach an understanding of the risks, and find a method for the artists to receive payments for their work if they so choose. I'll start the discussion with this statement, which I believe to be representing the fundamental moral and legal essence of a commissioned creative work and both the commissioner's and the artist's interests: Feel free to post your ideas, points of view, and researched material/evidence, but I ask that everyone be respectful to each other's wishes and opinions.
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Ambitious, ambitious... I'll look forward to that!
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In contrast: You can see what I mean about the circus...
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You're gonna hate me, but shameless plug: http://jkhub.org/topic/4340-paid-commission-new-model-request/ I know a lot of people would be really happy to see this get made, and I would certainly be willing to sponsor it. He will have hated it. No-one likes to see a replica of themselves. Only Narcissus.
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Thanks guys, I hope you will put it to good use. I would love to see more JKA stories with emotional content and humour.
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(Okay, it looks like my Internet was kind to me this time.) I'm uploading only one, optimised image because of my current unfortunate 64k predicament… :/ But these are the models/skins: I'm not sure if any of them are already available here at JKHub. You'll know that better than I do.
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LOL, okay… So "kenoi, do all the work and we'll let you know if we care" is your answer? (I'll try to take and upload a couple of screenies tomorrow, when my Internet is faster.)
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You know what I've always missed from Jedi Knight? To see Kyle, Jaden, or Luke smile just even once throughout the SP campaigns! Is that really so hard? We smile with our friends nearly every day… I've always felt that the characters' facial animations were lacking in the game, and that took away from the life-likeness of the story. Now that I've started working with SP cinematics in JKA, I felt that gaping void even more, so I decided to dig into the game and see what I could do about it. It turns out that the Raven team had included more animations for the face than what appear in the story, but somehow no-one ever thought of making these animations scriptable for the cutscenes. With some generous help from the community (thanks @@Asgarath83), I ended up adding my own simple bit of code to the engine, and without compromising the original, "vanilla" engine and its code/setup, I've found a way to expand on the scriptable facial animations to include the following expressions: Surprised, Angry, Smiling, Happy, Glad I've put together a simple demo mod here that cycles through four characters and their facial expressions: https://www.dropbox.com/s/evv91nfgcmafksr/expressions.pk3 You will need to bring up the console and type "devmap test" to run the demo, and type "quit" to exit it -- but you won't be able to see the new expressions unless you download and run the updated binary/DLL for your platform. Mac: https://www.dropbox.com/s/nyctk3vqpxz3i66/expressions_bin_mac.zip Windows: --> Thanks so much @@eezstreet! For Windows what you need to do is actually place the following DLL into your SP mod's folder: https://www.dropbox.com/s/yjs5zzo1budwam3/jagamex86.dll 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. I sincerely hope that official releases of open source JK will adopt this code to provide the possibility for a slightly more lifelike cinematic experience. In the meantime, anyone working on an SP mod can use these expressions by including the custom binary file with their mod as a launcher (Mac), or including the updated DLL in their SP mod folder (Windows). The binary (launcher) needs to be placed in the GameData folder (above "base").
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Sorry, what I meant is that the effect is what you described: that you're able to set different levels of expression for a character. This code doesn't modify the original game, either -- it just adds a few extra facial expression options into the code from the original assets. I think the original code is very basic with the vertex animation options, and only has programming to switch between different, basic facial animation frames. To do different levels, you would have to change the original programming. But you guys are working on something better, so I'll leave my solution in tune with the base programming (vanilla code). Hopefully that explains my reasoning.
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Yep, that's what I've used here, too. I've only expanded on the amount of expressions available. But the source engine doesn't really support levels/percentages in an expression, does it? I couldn't find anything that would indicate this.
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Great idea, but that's kind of what you guys are working on with the advanced facial expressions system. My solution is just a simple expansion of the original game code with a few lines that fixes something the Raven team missed. It is a transitional/fallback solution until we develop something more advanced. Almost all base facial expressions are covered: anger, joy, shock/surprise, and disgust/disapprovement. There is no animation for fear created by Raven, and no animations for sadness either, but the latter can be emulated with the character looking solemn and looking down.
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Asgarath unfortunately wasn't able to compile it with the latest OpenJK code due to some unusual error in his configuration. I still need help with this one. Can someone assist, please? Everything's ready, you just need to hit compile and upload the binary. I would really appreciate it. I'm not keen on having to move all my files and revamp my Windows partition just for this… (that would take a lifetime…) >.<'
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A special, early developer release of Windows 8 and the "Windows" version (stupid name) of Visual Studio 2013. We won't be able to get it to work, if that's what you're trying. I'll probably have to re-install the whole Windows OS in order to get it to work… :/
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I have to say OpenJK performs wonderfully on Mac OS X! (Much better than the retail release that I've purchased.) Nice work, guys. And now I can play my SP mods! Yay!!!
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It just compiled successfully on Mac OS X, so you should have no issues with the Windows build, Asgarath. Thanks for tuning in Eezstreet. It's got to do with my version of Windows… Microsoft and their bloody licensing system…
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Hi Asgarath. I've built on Linux frequently, and I'm currently trying to compile it on Mac OS X. I don't have a problem with working it out myself, but on my Windows I can't get to the build process because I can't get Microsoft Visual Studio running now… It just won't install… If you could compile the Windows version this time for me, that would be great. If it doesn't take too long to do it. I don't want to take too much of your time -- it's time better spent working on your mod. Perhaps you can run it in the background while you work? In the meantime I'll try to finish my Mac build on this end...
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I cant't get Microsoft Visual Studio to install on my Windows machine -- it keeps throwing an error… I need to ask for a favour. Could someone with a working setup of the Windows OpenJK compiling tools download and build the following custom OpenJK source for me? https://www.dropbox.com/s/nsr2fdmdk4hi5pd/OpenJK-master.zip I need a 32-bit binary of the SP game engine (and maybe jagamex86.dll?). I can't get things working otherwise… :/ I would be forever grateful.
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Not sure if this would be of any interest, but I've assembled a collection of mods over the years that seek to improve the default look of some of the key NPCs in the JKA story mode and bring them closer to a Star Wars film look. To use these models in this project we would need to ask for permission of course, but I thought I'd mention it here in case there's interest. The NPCs replaced are Alora, Kyle, Luke, and Rosh. This way Rosh stays whiny, but at least he looks like an annoying Star Wars character -- and not some punk with circus clothes and gelled hair. The same goes for Alora. Let me know if there's interest and I'll try to get some screens up.
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I agree. I think only when/win, whurry/worry, wheel/will are critical here. This sounds like like a fascinating project. I wish good luck to the both of you and I look forward to what you can create. If you need any help with testing, etc., count me in for additional support. Will this project be freely available for others to integrate in their mods/projects once finished? I would be interested in seriously utilising it in an up-coming new game/mod I have planned, and in most of my cinematics work.
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Thanks for clarifying that, Ensiform. The modification mentioned here does not require assets other than the default ones included with the retail version of the game. I would be happy to submit this patch so long as someone can guide me through the application process (or submit it for me) because I am quite helpless when it comes to figuring out how GIT works… >.<' I can provide detailed notes and instructions on the changes if you're interested. All the new code does is effectively add a few new scriptable Icarus commands for playing existing animation (previously inaccessible to scripting) to provide a means to create a few new facial expressions for the characters in the game. It is fully compatible with the core -- it doesn't alter anything from the original game -- and only serves to improve the development and play experience. I personally feel this is something I had sorely missed in the original release of the game, and I find it immensely useful for new in-game cinematography (cutscenes).
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I'll be sure to let you in on them once I have something worthwhile.