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Everything posted by Cerez
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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.)
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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.
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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…
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I can do that. Let me have a look...
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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...
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I see. Thank for the heads-up, Darth. This helps to clarify the general direction of the two projects better.
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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?!!
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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.
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I see. But I take it some of the code related to this has been brought over from JKG?
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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.
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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.
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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
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Yep, that does figure. Still, I imagine forcing them to walk instead of run wouldn't be too much of a challenge, would it?
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Yep, the cull twosided fixed it.
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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?
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(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.
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Monty Python to the rescue! Some guy? o.O On jacoders? o.O Do tell.
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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:
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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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Guys, seriously! Why all the hostility? What kind of attitude is this? Why can't we just accommodate to everyone's needs? Patience. We're not dogs, we don't need to lash at each other. There are better ways.
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Sounds are easy to replace, Palpatine. If you send me the sound files you'd like, I can convert them and custom package a PK3 for you (and anyone else that would like TCW series voice instead). Absolutely amazing work, DT! Congrats on a fabulous release!
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Thanks Stoiss. So that would mean there is a way, it just has to be done right... and it might require modifying the source?
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Thanks, that would explain my problem. The line is red in my tutorial map; I'll try to get it green and see if that does something. In that case we should keep in touch and help each other out. Two heads are better than one. We should collect all that we can gather about cutscene scripting and place it in a collective resource for everyone who wishes to learn the quirks of the trade. I have found the following tutorial series from the past: http://web.archive.org/web/20091022065706/http://geocities.com/kengomaps/tutorials.html It goes into a little more detail. By the way, you can use the Wayback engine to find content from old links now gone from the web. It's a giant web archive that saves snapshots of sites through time: http://web.archive.org So if you ever find that a link is gone, try searching for an earlier version of the site up on Wayback.
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But the question is how much. Are the routes there for guidance, or are they a set path the bots will always follow that dictates their behaviour? It seems to me there is some programming in place that allows them to make choices independent of the path itself -- like when they encounter the player character as an obstacle. Also, wouldn't forcing the bots to walk instead of run help to stabilise them a bit? Is there any way to force them to walk? I still think something may be done about this to calm their behaviour and make them act more like an opponent in the movies/shows.
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To me Lucas went wrong after the very first film, and especially wrong in the prequels. I can't imagine anyone wielding a sharp laser-sword like a stick/bo, not to mention jabbing it through doors. It is a laser! It's designed to cut and burn! For this reason the way the sabers are handled in the fight between Vader and Old Ben in the first film comes closest to a realistic image for me. My favourite moment is when Luke ignites his father's lightsaber for the first time. It's so sudden and feels so dangerous as a weapon because it is. The way he handles it is true to the real image of the sword. I know the new moves cater to popular taste so much more, but for me a sci-fi movie is about realism.