Jump to content

NumberWan

Members
  • Posts

    1,299
  • Joined

  • Last visited

Posts posted by NumberWan

  1. 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 😉

  2. 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.

  3. 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
  4. 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
  5. 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

    ooeJack, Circa, MasterJin and 7 others like this
  6. 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?

  7. 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.

  8. 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.

  9.  

    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
  10. On 3/16/2021 at 7:48 PM, Dank Revan said:

    Sorry I was on the hooch last night so my post might be a little confusing. But I was just asking if a model from Kotor ever got Ported to jka.

    Can't remember if this particular model were ported to JA. But a different Revan head, like this one (Left Top) actually was. But with a Heavy Armor body, not Jedi clothes. Finding it now wouldn't be an easy task though.

    9df098fd0904bc2e5b1c72db033738c1-85501_6

  11. I experimented with textures over 4096 px, the game doesn't always welcome such large files. In certain situations they wouldn't work at all, especially if it's a complicated case like a TGA with an alpha channel, and a few shaders applied. Also this might work differently for map textures and character textures (props textures).

    Polygon count also makes people follow certain rules, when creating their own characters. But it also applies to models, like a vase for instance. I once made a high-poly model of an object, which works just fine, if you put it into your map as a misc_model. But if it's a misc_model_breakable, which actually loads the model into the game – the game crashes.

    There're dozens of other specifics of JA engine, that you have to keep in mind, like NPC count, limits for sounds, map size, number of entities in the map, number of NPCs in your map, etc. The only way is to avoid such things or trick the game via its own rules (replacing HP models with low-poly for background, adding area portals, splitting your map into two, using scripts to change appearances of NPCs...)

  12. My main concern with JO and JA is that they give you a lot of freedom in terms of making new stories, new maps, new NPCs, etc., but you couldn't add new force powers or new weapons the same way without dealing with the code. In fact mapping for JA was quite the feature, that several games boasted back in those days (Half-Life, Quake, Dark Forces II, many others). And there are other non-obvious limitations, like total count of menus available. But this is an old game.

    Still I remember playing mods for Deux Ex (2000), and they've included new abilities as well as new weapons, like a rice pistol in the Nameless Mod. Not sure if they changed the code, most likely the game itself had various mechanics for this.

     

  13. In the last several months aside from mapping, I also started working with models. You might have seen several of our creations by our team. Since January we added about 4 more new NPCs (actually models, which replaced JA skins), but there were a few things, that ought to be replaced.

    Thus the idea of replacing the Mark 1 Droid walker from Jedi Outcast came to our mind. Meet Mark IV Droid Walker.

    h0bszYs.jpeg

    Mark 1 was one of the units developed by Galak Fyyar, which you encounter at one point in Jedi Outcast. They are somehow missing in Jedi Academy, but can be found in game archives. Originally I wanted to add a slightly changed Mark I model, but later I made a few sketches and a modified Droid Walker was created.

    It's actually pretty logical to make a step forward from the Peacock Droid, that was used by the Imperial Remnant: Galak is dead, it's been several years since attack on Yavin IV. So the Imperial Remnant used the old blueprints and developed the next generation of these droids with the help of Dr.Lekett in his secret facility.

    Why Mark IV?
    Jedi Outcast introduced Mark 1 and Mark 2, but there was a non-canonical version of Mark 3, created by Chairwalker years ago. A nice model, which I also planned to use at one point. Sort of homage towards one of the people, who inspired me to work on DP.

    You can see a full gallery here.

    Smoo, Psyk0Sith, Lancelot and 4 others like this
  14. I guess, many people have their own 'timeline of the Galaxy', which helps them watch, understand and love Star Wars. Most of my friends stick to Episodes I-VI or even IV-VI, while EU is a secondary material for them for the most part.

    For me most EU Star Wars remain truly canonical, even Holiday Special, cartoons and minor games. That's because – the silly style of them is a pure form of telling us a story. Not the best form and a mediocre story, that's true. Ewok movies on the other hand are mostly for kids, but that doesn't prevent them from being a minor layer of Endor history for example. Star Wars Galaxies used a clever method of introducing characters from these into the main story as subquests. Cindel Towani appears as a journalist on Coruscant in later sources for adults as well.

    After 2015 the community became very much divided, as you already know. Some fans ignore Clone Wars project completely, while others enjoy it. I was sceptical about it and Ahsoka Tano in the very beginning, but changed my mind after Seasons 1-2. Currently my personal 'timeline' omits the survival of Darth Maul, and I consider him to be very-very dead in The Phantom Menace. All other appearances after that – are a Dopplegänger for me.

  15. On 2/21/2021 at 1:27 AM, Untold Prophecy said:

    I figured out why I kept calling these guys zombies instead of statues (which I knew, but wasn't remembering correctly). It turns out there were SIth Undead in the later levels in the Dark Temple that I completely forgot about existing!

    Zombie.JPG

    This one – the SITH UNDEAD – was made for MOTS mod, based on Jaden Male model. In the original they would fall apart occasionally, when you bring them the 'final death'.

    I remember reading the post from one of the developers of MOTS of 2005, regarding these guys: 

    Mara finds and enters the ancient Sith temple and discovers that Kyle has gone a little bonkers with dark side power. 
    She has to chase him to the center, but first--- ZOMBIES!
    
    That's right. I don't know how we got this one past Licensing, but there is an area of the temple called The Catacombs, 
    where the undead Sith will rise and fight you. Yep, Sith Zombies, people. It was great. They shot lightning 
    from their hands and were generally pretty pesty.
    
    And it's canon. Zombies are canon.

    That was a time for experimenting.

×
×
  • Create New...