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T.Zealot

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    Yuma, AZ
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    EVERYTHING
  • Modding Interests
    General Modding
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    Windows 7

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  1. Fascinating. So, what about those of us who have no interest in jk2mv such as myself? I was well aware of its existence when I was working on this and I didn't see it as a reason not to, or at best, not a good one. The solution was clear as day and I went ahead and did it, backporting them from JK3. In addition, do not tell me how to spend my time. That's all.
  2. 417 downloads

    After consulting the Jedi Knight Community discord about releasing this here, I was given the okay to do so since Raven allows sharing assets between JK2 and JK3. I am also very lazy, so I'm just gonna copy and paste the description from the ModDB upload I made of this Just some ports of character models from Jedi Academy I made while watching a blender tutorial for backporting character models. Bot files are included as well, enjoy! List of ports: Alora Alora (Taspir) Boba Fett Chewbacca (warning: LOOKS VERY BAD!) Cultist Human Merc Lannik Racto Jawa Noghri Rax Joris New Reborn Reborn Masters/Kothos Twins Rosh Penin Imperial Saboteur Snowtrooper JK3 Tavion Feel free to use these for some sorta SP mod or whathaveyou, no need to credit me
  3. Hmm that's really odd how it isn't working for you. I don't think windows 7 has anything to do with it though since I run JK2 just fine on Win7. Could you try and double-check that the .pk3's in your gamedata/base folder?
  4. Kinda reminds me of those Strogg Guards from Quake 2
  5. Dude this is awesome, good going!
  6. The game's code refers to the Imperial Saboteurs being able to dodge blaster fire and a saboteur commando that uses dual blaster pistols. In the game he isn't any different than the regular pistol-wielding saboteur, but this can be mostly reimplemented from copying over from the cultist commando's .npc file, which, interestingly enough, is in the game's files but isn't ever seen ingame. Is the saboteur commando having only one pistol intentional or was it something someone forgot to change before the game shipped? And the Saboteur's dodging behavior doesn't seem to actually exist. Was it ever implemented?
  7. Wow, after all these years, I only just now noticed that the Human Mercs don't have noses/their noses are covered by their visor-thingies

  8. Here's the logfile logfile opened on Wed Feb 1 12:47:20 2017 ------- Input Initialization ------- Skipping check for DirectInput Joystick is not active. ------------------------------------ ----- Initializing Renderer ---- Trying to load "rd-warzone_x86.dll" from "I:\SteamLibrary\steamapps\common\Jedi Academy\GameData"... QKEY found. ----- R_Init ----- ...initializing QGL succeeded ...setting mode 4: 800 600 W ...created window@0,0 (816x638) Initializing OpenGL driver ...getting DC: succeeded ...GLW_ChoosePFD( 32, 24, 8 ) ...215 PFDs found ...hardware acceleration found ...PIXELFORMAT 11 selected ...creating GL context: succeeded ...OpenGL Version: Major 4. Minor 5. ...making context current: succeeded Initializing OpenGL extensions ...GL_EXT_texture_compression_s3tc available ...no tc preference specified .....using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_env_add ...GL_EXT_texture_filter_anisotropic available ...ignoring GL_EXT_texture_filter_anisotropic ...using GL_EXT_texture_edge_clamp ...using WGL_EXT_swap_control ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...GL_NV_register_combiners not found Initializing OpenGL extensions ...GL_EXT_texture_compression_s3tc available ...no tc preference specified .....using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_env_add ...GL_EXT_texture_filter_anisotropic available ...ignoring GL_EXT_texture_filter_anisotropic ...using GL_EXT_texture_edge_clamp ...using WGL_EXT_swap_control ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...GL_NV_register_combiners not found ...using GLSL version 4.40 ...using GL_EXT_texture_compression_latc ...using GL_ARB_texture_compression_bptc ...using GL_ARB_texture_storage ------- FBO_Init ------- ------- GLSL_InitGPUShaders ------- ^3GLSL shader version set to highest available version: #version 400 core ------- R_InitVBOs ------- Initializing Shaders #version 400 core #define varying in out vec4 out_Color; #define gl_FragColor out_Color #ifndef M_PI #define M_PI 3.14159265358979323846 #endif #ifndef deformGen_t #define deformGen_t #define DGEN_WAVE_SIN 1 #define DGEN_WAVE_SQUARE 2 #define DGEN_WAVE_TRIANGLE 3 #define DGEN_WAVE_SAWTOOTH 4 #define DGEN_WAVE_INVERSE_SAWTOOTH 5 #define DGEN_BULGE 7 #define DGEN_MOVE 8 #endif #ifndef tcGen_t #define tcGen_t #define TCGEN_LIGHTMAP 2 #define TCGEN_LIGHTMAP1 3 #define TCGEN_LIGHTMAP2 4 #define TCGEN_LIGHTMAP3 5 #define TCGEN_TEXTURE 6 #define TCGEN_ENVIRONMENT_MAPPED 7 #define TCGEN_FOG 8 #define TCGEN_VECTOR 9 #endif #ifndef colorGen_t #define colorGen_t #define CGEN_LIGHTING_DIFFUSE 11 #endif #ifndef alphaGen_t #define alphaGen_t #define AGEN_LIGHTING_SPECULAR 6 #define AGEN_PORTAL 8 #endif #ifndef texenv_t #define texenv_t #define TEXENV_MODULATE 8448 #define TEXENV_ADD 260 #define TEXENV_REPLACE 7681 #endif #ifndef r_FBufScale #define r_FBufScale vec2(0.001250, 0.001667) #endif #ifndef MATERIAL_LAST #define ATERIAL_LAST 32.000000 #endif #line 0 uniform sampler2D u_NormalMap; varying vec2 var_TexCoords; void main(void) { vec4 norm = texture2D(u_NormalMap, var_TexCoords); gl_FragColor = vec4(norm.rgb, 1.0); } compile log: Fragment shader failed to compile with the following errors: ERROR: error(#60) Unknown char: "" ERROR: error(#273) 1 compilation errors. No code generated
  9. Glad that you're still working on this! Not sure if you remember me though, I was gonna try and help you out but then I got sidetracked with everything ever. I have a suggestion, it's for there being a chance of the game randomizing the human merc's weapons. There are variants only used once or twice throughout the entire game so I think it'd be pretty cool if the human merc's specialty is weapon variety like how the Rodian's is the disruptor rifle, the Gran's is the thermal detonator, etc.
  10. Glad to see you're still working on this!
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