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NumberWan

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Posts posted by NumberWan

  1. You can check Quake 3 skyboxes in net, there are many with very different visuals. You can simply replace the Yavin IV original sky textures with new ones via adding a pk3 into you hame base. If you want a Yavin IV with a red moon variant, I do remember one map for JK had a Yaving IV at night sky. Also you could try searching other Star Wars games for these, but I got a feeling, that Battlefront 2004 used a different scheme for a sky (the Red moon is a separate texture for example).

  2. On 6/30/2022 at 7:58 PM, Lazarus said:

    The npc file indeed (ext_data/npc/npcname will help on that part.

    for example, i modified stormtroopers in my singleplayer mod to make them more of a challenge

    StormTrooper_Dorvalla
    {
        playerModel        stormtrooper
        customSkin        officer
        customRGBA        88 88 88
        crouchheight        38
        headPitchRangeDown    30
        weapon            WP_BLASTER
        rank            lt
        aggression        4
        aim            5
        evasion            5
        intelligence        4
        move            4
        reactions        4
        playerTeam        TEAM_ENEMY
        enemyTeam        TEAM_PLAYER
        class            CLASS_SWAMPTROOPER
        health            300
        yawSpeed        70
        walkSpeed        55
        runSpeed        200
        snd            st1
        sndcombat        st1
        sndextra        st1
        dismemberProbArms    10
        dismemberProbHands    20
        dismemberProbHead    50
        dismemberProbLegs    20
        dismemberProbWaist    20
    }

    i updated the health to 300 (standard 100) and made their aim more reliable (5, instead of 1/2).
     

    It's worth testing this NPC on various Difficulty levels too. As far as I know – various aspects of different enemies vary depending on the difficulty. On Hard mode it might be an almost impossible challenge, if some NPC specifics aren't reasonably set. 

    Lazarus likes this
  3. The Phantom Menace video game had spectators siting in the Arena. There were several NPCs, which could talk and move, but the majority was a low-poly 3d public, even though some of them had heads animated. I think in you case it could also work, because the duelists aren't supposed to enter the seats area.

    So you could place amore accurate version of people in the first row, a less accurate )low-poly 3d) people in the back, and 2d PNG/TGA people (with animation or not) in the farthest row. That's what I'm currently thinking over for a level I'm working on.

  4. 2 hours ago, Lazarus said:

    I think Sith J Cull did something with animated skyboxes in his Padme's appartment map. He had an animation layer in the skybox in which it looked like there were cars flying in the distance. You may wanna look at that perhaps.

    I'm not sure, but might assume he used skyportals – you make a brush line of speeders + shader, and thus it's animated. You place all the miniatures like speeders and other things into a separate room with a sky and the above mentioned entity. Skyportal then projects the whole thing into the skies in your map.

  5. I think someone actually extracted and updated the Ubese from KOTOR II, however they aren't called Ubese or anything like that in PK3 packs, which I saw. I do believe, they are simply called Sith Assassins (while true Sith Assassins look differently and actually can be spotted in this video too).

  6. Adding spectators would be cool. The ones from original KOTOR are pretty low-quality, but it's possible to use others, like creating png/tga from the existing Player models + shader. 

    There was this old (not very known) game of Timeline (based on the novel with the same name by Michael Crichton), which had public sitting at the knight tournament, with people animated (several shots). It's possible to do the same in JA 🙂

    Lazarus and GPChannel like this
  7. You can expand the city by adding the cityline into the sky itself. I could think of three methods:

    – City picture of the skybox itself
    – Skyportal entity + 2d city texture placed there
    – Skyportal entity + 3d city miniatures

    In the latter two you can even add flying cars, FX, some holographic ads and much more!

    This reminded me of Corellia in Rogue Squadron 3D, one of my favourite games.

    OCD2 and DarthValeria like this
  8. On 4/4/2022 at 10:35 AM, FanicFalcon said:

    I came to know about this game while searching for fanfic sites, as a reference to my paper writer and playing the game since a couple of weeks. I though have some problem occurring now. Recently I have made some color changes in rob.txt, but few of the changes doesn't seen to appear. Where did I go wrong? 

    Hi! I'm not sure, what could be the problem. Could you be a little more specific, what've you tried to achieve?
    There are a few things, which sometimes cause problem in our mod either due to a wrong installation or JA specifics. But perhaps your issue is different, yet still we would be able to find a solution 😉

  9. Adding new NPCs to an already existing map might be a bit tricky. Editing the values of the already placed characters and their actions (as well as scripts in the map in general) is perhaps far easier. If NPC has a NPC_targetname in the map (those in cutscenes definitely have unique names), then you can change them via a script, already used in the map.

    You'll have to use Behaved for that, to edit TXT files, but most original JO/JA scripts are in IBI format, so you'll have to use a decompiler fro that. You can find one such utility right here.

    Thus you would be able to edit a TXT file with Behaved and the compile it again (and place into a new pk3 inside a base folder). You can even make new scripts and make original ones play them in the map. You can read more about scripting here.

  10. This is a very interesting discussion. Compiling a map for JA is perhaps the least favourite things... (I'm not alone here).

    There are different things, which affect the compile time, indeed. Textures that emit light also seem to cause trouble in this regard, but too many models, shaders and other things too. Too bad JA is a game from the old times, when you couldn't create a new map in real-time, seeing everything right away. 

    PreFXDesigns likes this
  11. Somehow Kyle Katarn looks far better than the original characters made for GoH from the start. I guess, it's actually quite low-poly, but looks neat in-game on a mobile due to shaders and good quality of textures. I tried this game long ago, but eventually deleted it due to the fact, that you need lot of credits to have the units you want.

    It's difficult to ignore the fact, that the developers put much effort into adding Kyle Katarn into the game – the details are awesome. I also like the idea, that here Kyle follows his original path – he's an agent in the beginning, then he becomes a Jedi! Also the icon for his powers is that of Jedi Outcast.

    Oh and there is a Jedi Valley level, which is very close in its appearance to Dark Forces II.

    This isn't the first time we see Legends characters in GoH, as Kreia and others made it into the game years ago. Dash Rendar is also in the game.

    Circa likes this
  12. It's been so long! Yet the maps for Sulon are complete for the most part. I changed a few things like scripts, textures, added new models and characters, as well as changed the general layout. This map of Morgan Katarn's house was the very first map I made for Jedi Outcast back in 2005 or so. I can't say I was satisfied with it those days, but there was little I could do to improve it. I think, it's a nice to thing to preserve its somehow naive interpretation from dark Forces II, yet I've added some details to bring back the spirit of good old DF2.

    Currently some models are in process of completion and some textures were replaced with a HD version.

    uxVGFun.png

    fTQdGPJ.png

    8LDlFH8.png

    3ifatJe.png

    ItGiLIP.png

  13. There have always been various Star Wars stories, told by fans. I remember some from 2000s, which mostly relied on real actors and simple CGI. Since then the whole area of making a SW content made major steps forward and are quite close to professional projects. I add these to my collection from time to time. 😊

    This short video shows us, how Darth Nihilus wiped out all life on Katarr.

     

    Perhaps you know more stories?

  14. On 6/12/2021 at 6:58 AM, Scerenso said:

    So the only thing I know how to do is to install and download mods. Can someone please walk me through on how to edit NPCs? The YouTube videos confuse me.

    The easiest way to learn about JA moding is to explore its contents. Start with assets, which are in various *.pk3 archives (they can easily be opened with ZIP for example).

    If you intend to edit NPCs, then you'll have to look into ext_data folder insides the archive, which in turn includes *.npc files. You can open them with a notepad, and you'll see a text, which describes the character (model, weapon, sounds, health, etc.). You can use this 'text' as a basis for making your own NPC

    You can learn more about NPC files here.

  15. 6 hours ago, fullkevlar said:

    Curious.   You were able to change player size in SP using npc_targetname?     

    I was just thinking about potential mods to try when I finally have time/access to my workstation.

    Yes, you are correct, I was thinking about scaling the player model, for a potential Marvel-ous mod.

    It didn't work. I made a script, which affected an NPC with a certain NPC_targetname. In SP there were no results.

    However it's true, that some commands do work in MP though, so perhaps both methods will do fine in multiplayer.

  16.  

    On 5/11/2021 at 5:25 AM, NAB622 said:

    Yes. I think you're looking for SET_MODELSCALE (I don't remember the exact name of the variable).

    To accomplish it, you will need to use a to target_scriptrunner to fire the script, and you will have to check the runOnActivator flag. When the player fires the script, out will trigger the changes to take place directly on the player.

    I tried this command and we discussed it here at JKHUB. Unfortunately the set_modelscale doesn't seem to work on NPC models in SP. There is no understanding, why it works on objects/items and not on the characters. However I made the command work through affect [NPC_targetname] and not directly with a runOnActivator, set in GtkRadiant.

    HUM-3154 likes this
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