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Cerez

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Everything posted by Cerez

  1. Tried it. That's why everything is zero in the forceinfo values above. Unfortunately the game has a mind of its own and assigns certain Force powers regardless.
  2. After researching this in detail and analysing the original game assets I realised that the MP game is simply designed to use force powers no matter what. Changing the rank only seems to affect the amount of force points a bot can use for the assignment of their Force powers. There doesn't seem to be a way to turn off a bot's use of Force powers other than setting all bots to have no Force on the server.
  3. If you're creating a machinima is SP -- which is a difficult task indeed -- you might as well go the Team Corellia approach, script the whole thing in BehavEd and release it as a single player mod (in addition to the video). But I warn you, this may take a while. It's much easier to shoot a machinima in MP.
  4. LOL! >.<' (It's just a random mashup of characters...)
  5. How would one disable the use of Force powers for a particular bot (e.g. a battle droid)? I have the following set in the JKB file, but the result is still that the bot is pushing and pulling with the Force: GeneralBotInfo { forceinfo 1-2-000000000000000000 } I've tried setting the rank to 0, but it didn't seem to make a difference. Is it at all possible to disable the use of Force for only certain bots?
  6. Ent, you are a genius! You deserve not just a cookie but a whole cake! With all the conflicting information on Google out there, I never would have figured out that g_dismember sets the probability level. For anyone else having a trouble getting realistic saber combat working in either the SP or MP part of the game: SP:. seta g_sabermorerealistic 2 //sharpness of lightsaber blade (0 - normal damage, 1 - higher damage, 2 - cuts characters up when killed, 3 - even touching the blade kills) seta g_dismemberment 3 //how much can get cut off (0 - nothing/disabled, 1 - hands and feet, 2 - hands, feet, arms, legs, 3 - hands, feet, arms, legs, head, torso) seta g_dismemberprobabilities 40 //how likely dismemberment is to happen (10-100).MP:. seta g_dismember 100 //effectively disable (0) or enable (100) dismemberment seta cg_dismember 2 //how much can get cut off (0 - nothing/disabled, 1 - hands, feet, arms, legs, 2 - hands, feet, arms, legs, head, torso). Additional realism settings: . ​seta g_corpseRemovalTime 0 //dead bodies don't disappear (in SP) seta broadsword 1 //rag-doll physics (dead bodies are not solid objects) . It's best to put all these commands in a (new) text file named "autoexec.cfg" in the base folder. Just make sure you change all the "seta" to "set".
  7. @@Circa and @@therfiles, you were totally right, and I was totally wrong. After some extensive repackaging, I've managed to move a model file that was causing the problem and still retain all the SP in-game models with the additional help of rewriting some SKIN files and tweaking the NPC file. If what I just said sounds complicated, it's because it was. It took me a while to figure it out. >.<' But it's working now! Both SP and MP are fully functional. So, thank you for you help. Thanks Vulcan. Is this for base JA (solo game mode)? Because it sure isn't working for me… Whether cg_dismember is set to 3, 9000, or 0 makes no difference in my MP game. :/
  8. I don't think the intention was to create a fake leaked footage. The hype was just used for marketing. But all the possible incentives and agendas aside, this video took a lot of extreme detail and attention to make. I wonder how long he spent making and fine-tuning it. If you look at the flying sequences, not only does the camera appear to move with the Y-Wing/X-Wing, but also the Death Star is pasted perfectly into the moving video background -- unless the sky is CG, which it doesn't look like it is.
  9. Ahsoka: "Why not just jump over? Afraid to get your feet wet?" Thanks Ensiform.
  10. 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
  11. 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.
  12. Two questions: 1. How does one exactly enable model dismemberment in base JKA MP? 2. Is there any way to script the autoexec.cfg so that it only loads a particular PK3 if the SP game runs, and ignores it for the MP game? Or any other way to make this happen?
  13. Yeah, I guess he wanted more people to see it. After so much work I can't blame him. Well said, Therfiles.
  14. Great CG editing! I'm not sure why this has been labelled as "leaked footage", though. It's obviously someone's personal project, and they did an outstanding job with it.
  15. Thanks Omicron. 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.
  16. Good to know. Thanks DT.
  17. LOL, what a pretty welcome. He's so adorable! You just want to hug him and squeeze him.
  18. 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.
  19. Hi Therfiles, thanks. There's no point in holding back, right?
  20. 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.)
  21. 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.
  22. 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.
  23. 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?
  24. 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
  25. 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… :/
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