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Aidor

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Posts posted by Aidor

  1. Yesterday I had a FPS issue in JA: when I enter game, FPS was very low (30 fps more less). I fixed this way: in game, I disable vsync, and then enable it.

     

    You say you are using vsync off, so it seems that is not the same issue I had, but you can try it.

  2. I'm at this stage also, even after moving the head down a bit there us still a gap :/... Frustrating

    Yeah. I finally fixed with the help of a kind guy, the one who made the video I say in post 25.

     

    If you contact him, he will help you, and show you via TeamViewer if you want, how to fix it.

     

    Yo can contact him via steam (Maui, with a skeleton avatar) or via his videos. I can't reproduce all the steps he did, cause he went really really fast, so I can't help you right now.

     

    But I can upload my already fixed model, if that model is what you want, or if you just want to check how is the fixed model.

  3. Finally I did it :)  I've found the way to select eyes, and I found the way to pack .pk3 files. But now... as was expected... has appeared another issue:

     

    When player is walking erect, it looks good:

     

    5FDyihQ.jpg

     

    But when player is not walking, not. Between the neck and the body there is and empty space:

     

    JOcdEJf.jpg

     

    Well, if I come this 'far', I can solve it xD

  4. With that said, the tutorials are pretty good at explaining it, but you have to be patient with it.

    I almost got it. I made the Kyle Stormtrooper model:

     

    https://openload.co/f/Kte_EVU31Zo/z_Kyle_Trooper.pk3

     

    But I have two issues: The first is Kyle's eyes (and mouth? I'm not sure if mouth is part of this problem. I say that cause the texture file is called eyes_mouth, and not only 'eyes'), Kyle's eyes which I can't add to the new model. In the tutorial I followed, he used a Rodian's head, which has no eyes, so I guess this is the problem. There's a step for the eyes that I didn't do it, I guess. I will investigate how to do it (or with your help here).

     

    The other problem is that this new model I made, it seems to work (without eyes, of course) if I check it with ModView. But the problem is that the game doesn't load it, and I get the vanilla Kyle. Why this happens? Is there any specific way to pack the files? I pack it with winrar, and then I just change the file extension from .rar to .pk3.

     

    Edit: I have another question: Inside the Stormtrooper (Haps one) folder there's two sound files: animsounds.cfg and sounds.cfg, but in Kyles folder there's only one sound file, animsounds.cfg.

     

    I want my custom Kyle_trooper to have Kyles sounds, of course, so I added the animsound.cfg from Kyles folder to my mod folder. But what about the sound.cfg file that is inside the stormtrooper folder? Should I add it as well?

  5. "Building it from the beginning" is much easier today with blender than it used to be with other programs. However if you new to modding you might want to familiarize yourself more with more simple modding first.

     

    With that said, the tutorials are pretty good at explaining it, but you have to be patient with it.

    Yeah, I've taken a more depth look to those blender videos, and I'm lucky, cause the first one called 'basics' casually explains the way to take the head from one character and put it in another character body, and that is what I intend.

     

    https://youtu.be/e8ML5S9KSa4

     

    Let's see if I can do it...

     

    Edit: I guess all this blender tutorials works for JO as well, even he only talks about JA.

    Smoo likes this
  6. What I do is this: when I'm almost at the end of a level, I save. Then I exit JO, go to base folder and change the model I want to use, and then continue my game. Finish that level, and when next level is loaded, the weird effect is gone. That's the only way a found to switch between models in the middle of campaign playthrough (all this when this weird weapon position appears, cause it seems not always and not with every model this issue appears).

  7. Doing that would be much more complicated. The easiest way is to use Blender. Check out our tutorial section of the site for more info.

    Ok, thanks Circa, I've checked those tutorials and videos using Blender and yeah, looks more complicated and needs much more time.

     

    Actually, right now I'm happy if I could build a Kyle head+Haps stormtrooper body playermodel.

     

    I found this topic I link below, and using this Kyle stormtrooper (https://openload.co/f/THCBcQO_Y3Q/zz_DS_troopers.rar) that I get from DS Trooper Pack (I get it from Moddb, the download link at Jkhub is dead), but I get the same weird model as Akula (cause I'm using the same mod as he):

     

    http://jkhub.org/topic/6373-kyle-katarn-stormtrooper/?p=94721

     

    As people say in this topic, that's because using a JA mod in JO. But it seems easiest to port a mod from JA to JO than building it form the beginning. Going to see if I can figure out how to do it :

     

    EDIT: Ok, porting that JA Kyle-stormtrooper from DS Trooper Pack to JO isn't an option, cause I see now that this model is based on vanilla stormtrooper, and I would like to mix Kyle's head with Haps stormtrooper. I guess my only option is to build it from the beginning.

  8. Well, finally I (almost) solved the issue: I just need to switch between skins/playermodels at the end of a level, and then, when the next level is loaded, the weird effect disappear. It's not a perfect solution, but it's the only way a found to solve it.

     

    And contrary to what I said yesterday, the weird effect appears as well if I switch from stromtrooper playermodel to vanilla Kyle:

     

    dG15uYR.jpg

    If you can get this to work, perhaps it will spark an interest in more in-depth modding for you. :)

    You was right Circa, now I want to go more in-depth :)

     

    Let's say that now I want to build this playermodel: the stormtrooper body + Kyle head. It would be as easy as it's been switching from Kyle to stormtrooper, where I just need to edit some lines, or to do this there are some more complicated steps?

     

    I guess that doing this will be a little more complicated, because we need to mix 'geometric models' (or however its called) and all this stuff.

  9. There's no need Circa, thanks, I've just found right now what's causing this issue: the save file I was using. I need to start a new game from the beginning, and now the weapon position is correct.

     

    Problem now is that I can't continue my current playthrough. Maybe there's a way to restart/reset level, or something like that.

     

    Going to test a little more and try to figure out why this happens, because if I switch between others Kyle's skins and models that I have here, this weird effect does not happens.

  10. ...

    Save the file in the pk3 and it should work fine.

     

    If you can get this to work, perhaps it will spark an interest in more in-depth modding for you. :)

    Ok... so I did it, replaced, saved (it was easy and fast, sure), but still doesn't work.

     

    You just edited Haps_Stormtrooper.pk3, isn't?

     

    The weird effect I'm getting is this:

     

    mlMWqF1.jpg

  11. I've never seen that issue happen before, so it can't be anything that can't be fixed. Changing lines in a skin file is one of the most basic forms of modding for this game. Assuming you won't be able to do it is selling yourself short. :P

     

    I just did it in 30 seconds. It worked fine, no issues like what you're describing.

     

     

    XR1dehW.jpg

     

     

    You just need to open up model_default.skin and replace the "stormtrooper" word in each line to say "kyle" instead. A faster way to do this is press Control + F to bring up find & replace, type stormtrooper in the Find box and kyle in the Replace box and hit enter. Save the file in the pk3 and it should work fine.

     

    If you can get this to work, perhaps it will spark an interest in more in-depth modding for you. :)

    Ok, many thanks. After reading your mini tutorial, it does not seem as difficult as I thought. I will try it later when I get home, sure, and I'll tell you.

     

    Let's see how short I am xD.

  12. There is no borked version of my mod as you can see that the mod runs fine in the videos. You need to read the installation instructions and the comments in the discussion topic to see that problems occur because of either not following install instructions or having conflicting mods in your gamedata/base folder.

     

    Playermodel cvar is in the next update that I haven't uploaded yet.

     

    Also, use xpadder for console controls.

    Sorry, when I said "a broken one", I mean that the 'custom combination' that I'm using (your mod with an old OpenJO build) seems that doesn't work properly. The problem is my combination, not your mod, of course.

     

    About using xpadder, yeah, I've tried it some years ago, but I don't like how it feels.

  13. You need to also change the texture lines in the .skin files of the folder. Especially since you are using a newer stormtrooper model.

    I would say that that exceeds my abilities as a 'modder', but may a check it later. But well, if the weird weapons position can't be fixed, I guess there's no need to lose more time with this.

     

    Thanks!

  14. I'll tell you why. The model has to be in a specific list in the code or the weapons will dangle from their balls. I've had a break recently from modding the game but check out my mod page - alternative menu for Outcast in the wip section, there are a few YouTube clips showcasing the mods features one of them being a player model cvar.

    Ok, I see why doesn't work.

     

    I guess you mean this topic:

     

    https://jkhub.org/topic/7942-alternative-menuui-jedi-outcast/page-3

     

    ...

     

    I found in that videos a cvar (kyle_XXXXX). Actually, I was playing with you mod installed, but I guess a borken one, cause I'm using your Redemption mod + JK2:E + old OpenJO build from 2014-12-15 (I want to play SP campaign with joystick, and joystick doesn't work in the last OpenJK/JO builds that use SDL). Redemption's expanded menu doesn't work, and I guess some more features from your mod doesn't work (if not all of them). That cvar (kyle_XXXX), doesn't work.

     

    Well, thanks for the help once more. If it can't be done, can't be done.

  15. Actually, testing a little, I build a pk3 file, with the Haps_stormptrooper model, just renaming the 'stormtrooper' folder to 'kyle', and it works, I play as a stormtrooper in the SP campaign.

     

    But with a weird bug: the model (stormtrooper) doesn't hold in its hands any weapon in third person view. The weapon is located in the leg, like if it's not unsheathed.

     

    Does anybody knows why this happens?

     

    Thanks for the help.

  16. What model are you attempting to use? For /playermodel to work in SP, there needs to be a .npc file created for that character. If it is one downloaded from the Hub it might not have that.

    I'm not trying to use any specific model or character, just testing right now.

     

    Let'say I would like to play SP campaign as Luke, or as a Stormtrooper. In JA I just need to type in console "playermodel stormtrooper model_default model_default model_default", but in JO singleplayer that doesn't work, even there's already a ".npc file" for stormtroopers.

     

    Doesn't look like there's any. Looking at some larger mods for Jedi Outcast, they achieved that simply replacing the base Kyle model in models/players/kyle/.

    Apparently you can only turn into an X-Wing (fly_xwing) or an AT-ST (drive_atst), but nothing more.

    Yeah, that's what I thought: to create a .pak file to replace Kyle with the model I would like to use in JO singleplayer campaign.

     

    I've looked into some JO SP mods here, which replaces Kyle with another Kyke model (the mercenary outfit, lets say), but I'm not sure if I'm going to can do it myself. A cvar would be better, xD.

  17. playermodel only works in singleplayer if you're in multiplayer you just use /model

    Well, I want to use this cvar in JO singleplayer, not multiplayer, but it doesn't work in singleplayer.

     

    If I use it in JO singleplayer console says "unknown command".

     

    I've been a couple of days searching in the net, but nothing..

  18. Erm, depends. I was the one who wrote the original XInput code that was in OpenJK before, but you had to compile with that feature enabled.

    Well, I have a build from 2014-12-15, and it has XInput support enabled, and it works nice. This one will work?

  19. If I did joystick support, there are some things which I would need to add to the game which OpenJK won't ever support (button context info, rumble, etc). OpenJK is getting better at joystick support however so...

    Ok, I understand. I hope that proper joystick support will be added someday, cause it's a nice feature for SP.

     

    And I guess that if I use your mod with an older build of OpenJK (one with no SDL), it won't work properly, isn't?

    Teancum likes this
  20. eezstreet made a port of my current GL2 version for his JK2:Enhanced. I wouldn't advise using it in the current state though. Some stuff is simply not implemented yet and this will take some time. There is no ETA. I can only say, that it's ready when it's ready and don't expect a release this year.

     

    The new renderer won't really do much without assets meant for it.

     

    Ok guys, I see, thanks! I'll take a look to the JK2:Enhanced, and then I'll decide.

  21. DISCLAIMER:

     

    This single-player EXE & DLLs download is aimed at developers, not gamers and is intended to work with DF2 Mod. In saying that, some parts of the base game may work but others won't. The GL2 renderer will load as default, so no need to do cl_renderer. Also, GL1 is not included.

     

    https://www.dropbox.com/s/xr2lb3tffaufyz6/OpenDF2.zip?dl=0

     

    Hi,

     

    I was planning to replay JO and JA singleplayer campaigns, or maybe some SP mods, and now I'm wondering if maybe I should wait for this new render. As I see in the firts page, Rend2 only works in windows MP right now, but... will this work with JO/JA singleplayer campaigns someday? Any ETA?

  22. :lol:

    Correct, there is no color grading, no post processing effects, no proper reflection.  Global illumination is the default for the baked light maps and there is no global occlusion at all, only the default "screen space" occlusion and the occlusion maps used by the textures.  

     

    Yes, a shooter + saber combat would be the ideal, but one has to start somewhere :-)  I'm trying to put together a highly "tweak-able" animation system in UE4 for saber combat.  The point being so I can slap a single duel level on a server and ask all the fine people of this forum for some feedback.

    Sure, you have to start somewhere xD, and that's all up to you. Actually all the project is up to you xD. I just say my opinion, which seems to be the same that yours.

     

    Glad to hear that you are 'putting together' and doing things with this project.

     

    About the graphic stuff, I'm an absolute ignorant about modding JK and using UE4, but it seems quite obviuos that there will be an improvement.

     

    Keep on the good work ;)

     

    EDIT: Actually I'm lying: One day I edited the NPC file to increase difficulty (increasing accuracy, health...) and put it in a pk3 file, and that's technically a 'mod', :lol:

  23. Seconded. It's a noble attempt, but in the end what UE4 does is show how non-detailed the environments are when put in a modern engine. We find it quite passable in the original because it's ID Tech 3 and the level of detail we see is expected.

     

    In Spain we say 'a nadie le amarga un dulce', that in english would be something like 'sweet things never made anyone bitter', and that's what I have to say about this project (if its already a 'project').

     

    And well, about the improved look, I guess we can't judge with only a few pics. Not everything is geometry and textures (which I guess it won't change a lot), there's iluminattion, postprocess effects, global occlusion, and all this stuff, that will look much better with UE4, I guess.

    ........

     

    About if only a saber combat game or only a star wars shooter game, well, why change what it works? I would prefer a game like JK/JO: a shooter plus saber combats, the perfect combination, and that system is already done: JK and JO. No need to think or squeeze the brain.

    Teancum and The Punisher like this
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