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Noodle

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Everything posted by Noodle

  1. The head-tracking must be hard-coded. Still, if you can make your own skeleton for an IG-88 model, you could achieve most of what you want to animate. There are NPCs with custom skeletons in base JA, like the Hazard Trooper and the Rocket trooper, so it could be quite interesting if you achieve the same!
  2. Thanks! I can say the same about your thread! The 'ui' folder has all the menus in the game. You can create new ones and add them to the ingame.txt file that manages everything. Only Ree-yees seems to have the tumor-hands in canon. Normal gran seem to have normal six-fingered hands, but I gave them gloves to hide that and avoid creating a new texture. Thanks! You set the bar high with your Vader project and I hope my demo can eventually be as good as it! That would be great! One of the first things I thought about this project was how to make it modular. Since what I'm doing is not one single big map, but rather many small and medium maps connected, anybody could collaborate and add new places to explore. For example, if someone created a map like the Diamond Pit Cantina (https://jkhub.org/files/file/2195-the-diamond-pit-cantina/), I could easily connect it to my main map just by adding a door that leads to it. The only thing I'd care about is the quality of the map. Same thing can be said about models, characters, quests, etc. The same could be applied to bigger maps and outdoor spaces. I don't want to limit this project to one settlement or planet, I'd like to allow the player to leave a town so he can travel to other locations, like many multiplayer maps have tried in the past. Imagine a big sandbox in which the player can discover abandoned bases, native outposts, caves that lead to hidden mysteries, and other populated settlements. All that could be achieved by thinking in a modular way and I'm pretty sure it'd allow many fun things. If people like the demo once it's released and want to collaborate in any way, I'll be more than happy to add their contribution and give the proper credit to the creator of the content.
  3. When I started getting into modding I tried to give your model to the WP_Jawa data file, but failed horribly.
  4. I was wondering if you could create a tutorial on UV unwrapping like you did with model optimization, it was a nice step by step explanation of something quite useful for modding in this game, and UV unwrapping is one of the things that many of us are trying to figure out and most of the youtube tutorials I've seen aren't too good since they skip steps or go for the 'press this button to automatically generate a UV map' way.
  5. Time for another video update! Excuse the poor frames, but the video capture software, gtkradiant and chrome seem to have a nasty effect sometimes. Some of the things you'll be able to see in the video are: - A new frankenstein model I created: The fat Gran. It has always bothered me that, in most games, all models seem to have the same body type, which is why I tried creating a new bodytype for the gran. I took Rax Jorris body and the gran's head and mixed them together. I modified the head a bit to make him fatter and changed the clothes texture so he didn't look like an obese imperial. Here are some pics: - The bounty hunting system: I don't want to show too much, but I've achieved a lot of the things I wanted for my bounty hunting system. As you can see in the video, the player can see the current bounties and try to collect them. The first demo I'll release will be focused on one entire bounty hunting mission. - Inter-connected maps: I want to create the illusion of an Open World game. Which so far I've been able to achieve to an extent. The player is free to enter and leave any room he wants without losing his weapons, HP, or follower (as you can see, your follower is still with you even when you enter the cantina). The downside this has is that there are some loading screens (since it's loading new maps) and that I had to sacrifice the option to save the game since it messes up the hub loading system. The only way the player can save his progress so far is through strategically positioned checkpoints. - New dialogue system: I've developed a new dialogue system that will not replace the old one yet, but which will allow a more dynamic experience in some cases. Both the bartender and the droid use the same menu, but whenever you interact with different NPCs, you'll see different options and dialogues. - New animations: Nothing special about this, I just created very simple animations to make some places more immersive. They'll be added someday to my already released animations menu. Most of the demo is already done, the only reasons I'm not releasing it yet is because I've to do some fine-tuning. I hope you'll all be surprised by the final product! Odd. Maybe the issue is with JKA Enhanced V1.1 and not my mod, since it works in V1. One of the biggest bugs I had when I started coding (and which is why all of what I've done now works with normal Open JK) was that whenever the player loaded a game, none of the scripts would keep working. It seems that the same thing is happening in JKA Enhanced V1.1.
  6. If you allowed modders to use it on their own projects, I would.
  7. It's an uncomfortable picture because people in the west read both words and images from left to right. In theory, when you see an image you focus on the middle of it and then your eyes start scanning from left to right, when the focus of said image is on the right, it feels as if there's something empty or wrong.
  8. That's a much better solution than anything I could've come up with!
  9. This was awesome, was it recorded on JA or did you use some other game? It looks very good.
  10. That reactor looks dreamlike, absolutely amazing!
  11. The problem is that there's a typo in the description, it says 'Check out my the mod - https://jkhub.org/files/file/3217-clo... '. Someone could easily interpret that as if he's claiming ownership of the mod. Langerd should PM him to fix it so it says 'Check out the mod' I like how it's done in most Skyrim mod reviews, in which the mod is presented along with the name of the creator of it. However, I think that's up to the video uploader and his presentation, I think it's completely okay if he just writes in the description the acknowledgement to the mod creator.
  12. I see, you're trying to move it by making him travel through the waypoints. Are they properly connected? Could you share a screenshot of the map and how you've mapped the waypoint networks?
  13. I've wondered why does this game have such a good and active community and not others, like Republic Commando and the Kotor franchise. Maybe it is because there has always been mod tools available to modify the game assets, or maybe it is because the multiplayer community was always active and the fact that you could customize your character via skinning allowed people to dwell further into what was possible to be done. Also, some people released amazing things back in the day, and they inspired others to learn. I'd have never been as interested in modding as I am right now if I hadn't seen maps like sithcouncil, or jedi's home, or mods like Movie Battles and Forcemod. There was always people pushing further and that was really inspiring.
  14. Can you share with us how you're trying to achieve this? Maybe we can spot a mistake that way.
  15. J.J Abrams will direct and write Episode IX. Can't wait to see a rehash of ROTJ.

    1. Show previous comments  3 more
    2. Tempust85

      Tempust85

      I can't wait for lens flares <3

    3. Noodle

      Noodle

      Don't forget a weird helicopter shot at the end, classic J.J.

    4. Gorc

      Gorc

      I want a movie about Kyle Katarn in all reality.

  16. What you want can be achieved! I can't remember exactly how I've done it, but I think you can give a spawnscript to the player that makes him undying and a deathscript that should activate when he reaches 1 point of HP.
  17. Mace Windu is a dumbass that, like most of the Jedi Council, got corrupted by petty politics. Yoda and Obi-Wan might have more knowledge than Luke, but Luke is much more wise than both of them. That's the whole point of Return of the Jedi, Luke becomes a much wiser man than in The Empire Strikes Back, which allows him to ignore the poor advice of his old masters, which is to kill his father to become a Jedi master, and in doing so, he finds a better way that redeems Anakin and allows the sith to finally be destroyed.
  18. Not only do they have different skeletons, you would have to modify JO's code to enable all those features.
  19. Most Star Wars guns are real WWII weapons mixed together. I think that's why so many weapons look off-putting in the JA series, they look like they belong more in the quake franchise than in Star Wars.
  20. I've finished testing the map and I'm so amazed by what I've seen. Truly, you're the king of mappers.
  21. Would the solution be to add said tags with blender or some other similar software?
  22. I hope someday I'll be as good as you're.
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