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Cerez

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  1. Cerez's post in Blender Script : Convert Quad to Triangles was marked as the answer   
    @@Asgarath83, I've found something that may be of use: http://blender.stackexchange.com/questions/23194/edit-multiple-meshes-at-once
     
    And from the official Blender docs:
     

    So it is either you join the objects, do the conversion, then separate them, or you can try the MultiEdit plugin, and see what magic it can do.
  2. Cerez's post in HELP!! Jedi Academy "Error" when starting a New Game (Single Player) was marked as the answer   
    @, I've had this occur to me once due to having mods installed that had their curly brackets missing in their NPC files. Every NPC in "ext_data/npcs/*.npc" needs to start and end with a curly bracket. Make sure they do. If this is missing somewhere, it can cause the game to get confused and load "too many NPCs" where it's actually loading none past that point while reading the NPC files in.
     
    The best way to find the culprit(s) is by a process of elimination. Remove all your mods from the base folder, try the game to make sure it works, then add the mods back in a bunch at a time, and find the faulty bunch, then the culprit PK3(s) in it.
  3. Cerez's post in Movie Battles II just crashes... was marked as the answer   
    Okay, so in the end, after all this confusion, this whole mess comes down to this:
     
    1. The local "create game" feature will crash (if you're using a custom screen resolution no matter what). This has no fix until a patch is released for the MBII client.
     
    2. Make sure your JKA installation has been patched to 1.01.
     
    3. Make sure you've run multiple checks on your MBII download/installation (enable this in the installer-launcher's settings) until all shows as OK.
     
    4. Clean everything out of your "GameData/base" folder but the assets0-3 PK3s -- as any DLLs there will interfere with MBII's client.
     
    5. If you're still getting a "client mismatch" error, make sure you have cgamex86.dll removed from your "GameData" or "GameData/base" folder.
     
    6. Use the launcher to launch with the "MBII client" (choose in settings) and join an MBII server.
     
    This still means that you need a separate installation of JKA just for the MBII client, however. All my tests indicate that the MBII client is loading stuff from "GameData/base" in terms of DLLs instead of looking in "GameData/MBII" for them. That is until it can't find them in "GameData/base"...
  4. Cerez's post in The SP - cant start new game was marked as the answer   
    It could be a mod you have installed breaking it, or while changing the shaders you have accidentally left out the images, as the error messages say.
     
    Try moving all mods out of your base folder, and then returning them bit by bit until you discover the problematic one.
     
    Edit: This is in the wrong forum. It should be in Technical Support.
  5. Cerez's post in Compiling Help was marked as the answer   
    Thanks Darth, I appreciate your support. Eez helped me out with compiling this one, so I can mark this now as solved.
     
    My Windows 8 is just a mess, and it won't do anything I ask it to… >.<' XD
  6. Cerez's post in Viewing a model in ModView. was marked as the answer   
    You need to place _humanoid next to the model's folder in the folder structure, then open the GLM in ModView.
     

  7. Cerez's post in Non-Jedi Bots was marked as the answer   
    Okay, I did some digging around and I've found the following:
     
    http://forums.filefront.com/sw-jk3-modding-mapping-editing/247152-bots-no-force.html
     
    It seems Force Pull and/or Force Lightning are hard-coded into the base MP game itself, and the bots resort to it if they have no other Force powers.
     
    That said, there is a way to disable Force powers for all bots (and still retain the player's Force powers):
    seta bot_forcepowers 0 //Disables the use of Force powers for all bots (set to 1 to re-enable). So if you wanted to create a server with say only battle droids as bots (that actually behave like battle droids), you could use this setting to disable their powers. Couple that with an edited JKB file (1-2-000000000000000000), and you have something decent.
     
    It's not ideal, but it's something.
     
    Source: http://www.lucasforums.com/showthread.php?t=69455
     
    EDIT: Note that if applied in-game, you need to reload the map in order for the settings to take effect.
     
    On the side:
     
    This actually creates a nice little concept for a TEAM FFA battlefield map where the clones take on the battle droids, and the Jedi can take part, too, as player characters. Apart from the battle droids' ability to jump slightly it's actually quite faithful to the movies/series. Even General Grievous could be included as a lightsaber bot with no Force powers.
     

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