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Everything posted by T.Zealot
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- 5 comments
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- Contains Skins or Models
- JKHub Exclusive
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- 1 comment
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- Bot Support
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- 13 comments
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- Icon Changes
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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.
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425 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- 5 comments
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Ask me anything about the Jedi source code
T.Zealot replied to MGummelt's topic in Coding and Scripts
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? -
Crash on startup, "Couldn't compile shader"
T.Zealot replied to T.Zealot's topic in Star Wars: Warzone
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 -
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.
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Crash on startup, "Couldn't compile shader"
T.Zealot replied to T.Zealot's topic in Star Wars: Warzone
Now it just crashes on startup without any errors in the console for some odd reason My processor's an Intel Core i5-3570 CPU @ 3.40 GHz-3.80 GHz, I have 4 gigs of RAM, and my graphics card is an AMD Radeon HD 6670 -
I'm pretty sure I installed the current test build correctly, I followed the installation instructions correctly and everything is where it should be to my knowledge... However, when I try running the game it opens for a few seconds then crashes with this error: Is there something missing?
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Hiya. So I rigged a character model to _humanoid in blender for use in Jedi Outcast. I tried exporting the model directly to .GLM but it didn't work. I tried opening up in modview and I got this error: And I tried re-importing the exported .glm and it seems like only the skeleton is exporting. I'm thinking I might have set something up wrong in the model itself. Is there something I'm missing here?
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Version 1.1
288 downloads
Was your introduction to Jedi Outcast on the Gamecube or Xbox? Do you remember how the bots had their own saber colors instead of just the super boring blue and red sabers the bots on the PC version have? So do I. So I went into the bot files and changed their lightsaber colors to match the ones present in the Gamecube and Xbox versions. And on top of that, I made the SP skins like the Imperial Commander and Reborn Fencer playable through the join menu and with their own bot files. I also tossed in some Yellow and Green team Rebel skins for an ancient mod I was making that never took off. Hopefully this makes bot matches a little more interesting The list: Desann - Orange Tavion - Yellow Shadowtrooper - Red Reborn - Orange Reborn Fencer - Green Reborn Forceuser - Yellow Reborn Acrobat - Blue Reborn Boss - Purple Galak - Yellow Reelo - Red Chiss - Orange Krussk (Trandoshan) - Yellow Ak-Buz (Weequay) - Red Beedo (Rodian) - Orange Lieutenant Cabbel (Imperial) - Yellow Captain Glaffold (Imperial Officer) - Green Commander Reiss (Imperial Commander) - Red IW-323 (Imperial Worker) - Orange SP-597 (Tie Pilot) - Yellow SW-967 (Swamptrooper) - Red TK-934 (Stormtrooper Officer) - Blue TK-421 (Stormtrooper) - Orange TKG-1138 (Green Stormtrooper) - Green Luke - Green Kyle - Blue Jedi Trainer - Red Morgan - Purple Jedi - Blue Jedi 2 - Green Jan - Orange Mon Mothma - Purple Prisoner - Blue Bespin Officer - Yellow Rebel - Purple Green Rebel - Green Yellow Rebel - Yellow Ree-Yees (Gran) - Purple Lando - Blue Ugnaught - Green -
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Any chance of a squad system being implemented for NPCs in the vein of Half-Life's? I.E. If a stormtrooper sees you he'll call his buddies over, higher-ranking stormtroopers and mercs can tell their squads to cover them or flank the player, etc.
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- 13 comments
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Bad playermodel (stormtrooper) for SP cutscenes...
T.Zealot replied to Dusty's topic in Jedi Knight Tech Support
check your player.npc file if you have a modified one, I recall playing some old mod that attempted to edit the player's stats and it caused the stormtrooper model to appear in cutscenes -
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