-
Posts
1,224 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by Daedra
-
No idea. Looks like a model problem. Probably an easy fix though just make the texture mappings cull twosided in the shader.
-
This smoke: It appears only after the alt fire has been made. I was wondering about this, as there are two guns that use this effect after their alt fires, the concussion rifle and the disruptor. Now there is a shader for it in gfx2.shader, seen as so: gfx/effects/smokeTrail { cull twosided { map gfx/effects/smoketrail blendFunc GL_ONE GL_ONE rgbGen vertex tcMod scale 1 0.7 tcMod scroll 0 -0.2 } { map gfx/effects/smoketrail blendFunc GL_ONE GL_ONE rgbGen vertex tcMod scale 1 0.3 tcMod scroll 0 -0.3 } }However, I cannot find the .efx file that calls for this (if there is even a .efx file that calls this). So is it hardcoded in JKA? Or did I just miss the file that calls for this effect?
-
Before: After:
-
I just royally screwed up my game. I had it all running fine, full screen with 1366x768 custom resolution. Then my stupid brain thought it was an amazing idea to run the game in windowed mode, so I go to the game settings and turn off full screen, and it doesn't work, it remains full screen. Then I thought it was an amazing idea to take out the config files. D'oh! Now I've managed to reverse almost all of my mistakes, except for one. My game loads a plain black screen, it does it for both the menus and loading maps too (though all of my controls etc still work just fine, I can tell from the audio. It's just not displaying at the main resolution). I've tried seta r_customwidth again, which does work, only for the game to instantly crash. I think in the settings menu in my game, I had the resolution set to "Custom" in white letters. Since I changed that to 1158x1184 or some resolution like that, it's messing up. How do I get it the menus/game to show since it's all there working behind a black screen? Edit: Crisis averted. I had to force the game setting to use fullscreen to "1" in the openjk_sp.cfg.
-
-
Simple texture replacement. I believe they are somewhere in GFX.
-
So JKA has a variety of crosshairs that you can switch between. That's all well and good, but what I am wondering is; Is there a way to force a weapon to use a specific crosshair? Preferably without modifying the hard code of the game. For example, let's say I have the bowcaster equipped and it uses the normal default crosshair. I then switch to the rocket launcher and it uses a different crosshair (one from the selection of crosshairs already in JKA, just not the default one).
-
I couldn't find a tutorial on this, it would be cool to have one though; I want to know which files I need to extract from the assets pk3 files, and then what areas of text I must edit in those extracted files, if I wanted to change the name/description etc of a weapon in the game. Using the Bowcaster as an example would be fine and would be good enough for me to follow as a guide.
-
Well I'm hoping that what I'm partially working on will be relatively big. Definitely a blast from the past.
-
- 9 comments
-
- Non Star Wars Related
- Personal Skin or Model
- (and 4 more)
-
Nevermind, I solved the issues I was having with the audio. .wav, 16 bit PCM is what I required.
-
Download available: https://jkhub.org/files/file/3523-johnny-rocketfingers/
-
Ah I see. Well I'm not very good with that sort of thing. I'm better at texturing so that's why it is what it is.
-
I removed the wrinkles from her face and took out some grey in her hair. Took a few years off of her for you.
-
HELP IM HAVing trouble having my SFX MOD TO work
Daedra replied to tannercyrus55's topic in Modding Assistance
There's an easy solution: use Audacity. Extract the official songs you want to replace from the game assets. Then in Audacity do File>Import>Audio then import the extracted song. It will tell you if it's mono or stereo, what bit it is, and what hz it is. Audacity can save the hz as wav or mp3. You just do a File>Export>Audio. Sometimes the game can get picky with sounds, which require a specific file extension and parameters, i.e. wav, 16 bit, 44100hz, mono (that is for any modified saber hum sound). Once you find out the parameters for the official assets audio, you can make those same parameters for your modified audio, and the game should pick it up the same as the original. -
226 downloads
*********************************** READ ME *********************************** TITLE: Johnny Rocketfingers AUTHOR: Daedra (Formerly Kylo Ren) FILENAME: zzz_rocketfingers.pk3 FILESIZE: 311 kb DATE RELEASED: January, 31st 2019 CREDITS: Myself IG-64 JAWSFreelao Jeff INSTALLATION INSTRUCTIONS: Place the zzz_rocketfingers.pk3 file in your C:\programfiles\lucasarts\jediacademy\gamedata\base directory. DESCRIPTION: This is Johnny Rocketfingers. He is from the famous online flash games of the same name (Johnny Rocketfingers, Johnny Rocketfingers 2). This character holds nostalgia for many fans of the online flash games. To others it is simply just another playermodel. If you haven't already, I recommend playing the original games for yourself, they are awesome (although they are quite old now, around the same age as JKA!) COMMANDS: npc spawn johnny playermodel johnny BUGS: None that I know about. COMMENTS: Download and enjoy. note that you must have JKA installed in order to use this mod. THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.- 9 comments
- 5 reviews
-
- Non Star Wars Related
- Personal Skin or Model
- (and 4 more)
-
Your wish is my command.
-
Thanks for the tutorial. I'm going to stick with the 3D version for this. I always wanted Johnny in 3D so I decided to do it.
-
Trust me, I've tried that already. It doesn't look as good without a black line around the edge of the playermodel. It doesn't handle shadows in a map at all (the "white" doesn't go to a darker grey color in the shadows of a map, it stays bright white and looks horrible). My intention is for it to have the "3D" look, which better captures the lighting of the surrounding environment.
-
HELP IM HAVing trouble having my SFX MOD TO work
Daedra replied to tannercyrus55's topic in Modding Assistance
It all sounds very complicated by how you're describing the problems. Send me everything you have, and I'll check it all over and see what's up with it. -
Skyrim Skeleton by... well.. skyrim o.o
Daedra replied to Maui's topic in General Modding Discussions
Sort of. The weapons, yes. The playermodel? Currently attempting to fully convert it to JKA with the glows correctly mapped. @@Rooxon is helping with that. -
For those who do not know, Johnny Rocketfingers is the character from the famous online flash games Johnny Rocketfingers, & Johnny Rocketfingers 2 created by Ryan Khatam. You can find the first game here: https://www.newgrounds.com/portal/view/78995 You can find the sequel here: https://www.newgrounds.com/portal/view/310635 I could not find a weapon that looks like the one Johnny uses, except for one: https://jkhub.org/files/file/3320-dc-17-blaster-pistol/ I also used the stick-man model from here: https://jkhub.org/files/file/1049-ig-64-pack/ It's as close as it's ever going to be.
-
Skyrim Skeleton by... well.. skyrim o.o
Daedra replied to Maui's topic in General Modding Discussions
Excellent, thank you! Here's an npc file to help with the model. skeleton { playerModel skeleton customSkin crownless weapon WP_NONE reactions 5 aim 4 move 4 aggression 5 evasion 1 intelligence 3 rank crewman playerTeam TEAM_FREE enemyTeam TEAM_FREE class CLASS_PRISONER snd skeleton sndcombat skeleton sndextra skeleton walkSpeed 55 runSpeed 200 yawspeed 110 dismemberProbHead 100 dismemberProbArms 100 dismemberProbLegs 100 dismemberProbHands 100 dismemberProbWaist 100 } skeleton_crown { playerModel skeleton customSkin default weapon WP_NONE reactions 5 aim 4 move 4 aggression 5 evasion 1 intelligence 3 rank crewman playerTeam TEAM_FREE enemyTeam TEAM_FREE class CLASS_PRISONER snd skeleton sndcombat skeleton sndextra skeleton walkSpeed 55 runSpeed 200 yawspeed 110 dismemberProbHead 100 dismemberProbArms 100 dismemberProbLegs 100 dismemberProbHands 100 dismemberProbWaist 100 } -
So I was wondering if it was possible to replicate this effect: The model has a plain black outline around it's edges. I would like to replicate this, but without the need to edit a playermodel glm. So what I'm asking is, can this be done with a shader?
-
Do those playermodels do the same thing for EVERY weapon? Or is it only happening with the specific weapon they have currently equipped? If the playermodels do the same thing for EVERY weapon, it could be either A) a playermodel problem (unlikely) or B) a global setting for the weapons (most likely). If the playermodels do it for only the one weapon that's equipped, it can be either A) a playermodel problem (likely) or B) a weird setting in the .dab file of the weapon (also likely).