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Aidor

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Posts posted by Aidor

  1. Well, I've been trying some animation and stances mods downloaded form here (and from Syko's JKfiles Mirror), and while the animations and stances are usually cool, all of them (al least, all of the ones I've tested, 5 or 6) have a little weird way of holding lightsabers. I mean, the hands of the playermodel are not well placed in the hilt and looks a little weird.

     

    So... which animation and stances mod do you think is the best (or the one/ones you use)? (mainly keeping in mind that thing about hands-hilt, of course).

     

    Thanks in advance,  :winkthumb:

     

     

    Bek likes this
  2. it's just me or the SFXsabers feature increases lightsaber light on surfaces (and I'm not talking about the r_SFXsabersGlowSize cvar. I mean the light intensity reflected on surfaces and walls)? I was looking for this effect (to increase lightsabers light reflections on surfaces), and that feature (SFXsabers) seems that give us that more intense light just setting r_SFXsabers to 1. I'm right?

     

    It's quite noticiable the "new effect", but well, it's not the first time I see something tweaking JK that people say it's impossible...  :

  3. Thanks ensiform... I'm starting to doubt seriously what my eyes see (do you remember my question about the "slower lasers shots" in JA?), cause as I said, when I set r_dlightbacks 0 I see a lower intenisty in the lightsabers lights (not just in my "back" not rendered). Just un SP, didn't test it in MP. But you guys have a lot of experience tweaking JK, a lot more than me, so I'm going to start seriously doubt what I see. And what you said (r_dlightBacks 1 causes it to skip rendering the dlight if the backface of the dlight is not visible), well, it makes sense if we look to that cvar's name.

     

    Actually, I'm using redsauru's mod to play JA SP (http://jkhub.org/topic/2480-sp-customisation-stuff/page-10), which includes SFXsabers feature. If I enable this SFXsabers feature, it seems that the lightsabers lights are more intense (hurra!), but it seems, cause as I said, I'm starting to doubt it seriously. Maybe this redsaurus's mod change something about lights and the r_dlightbacks cvar. I'll check what happens if I change that cvar in the "vanilla OJK".

  4. What?

     

    I think it's odd that while you say you don't like the prequels, and that there is only one good thing about it, you also state that you don't want to further discuss it.  You're just throwing oil into the flames.

    It's good to have different opinions, but it's never good to end the given opinion with a sentence similar to; "....but let's not talk about that"  that basically means, is " I am right, you are wrong, let's be quiet. "

     

     

     

    Ummm, I didn't mean that. Sorry if I can't explain myself quite good. I'm not used to write or speak english, so sorry if I don't explain myself. What I would like to say is that all of this we are talking about is very subjetive. And then you said "the never ending old vs. new battle". So I said: ok, let's stop this battle if you don't like it.

     

    It's just about taste, and when it's about taste, nobody is "right" and nobody is "wrong". We can "argumentate" about tastes, but we cannot "demonstrate" good tastes or bad tastes. I hope you understand me now, and that's why I don't want to go in depth with this "battle". In the other side, this topic is about Rebels, not about the new vs. the old trilogy. So you are right when you say this is not the best place to talk about that "battle". I just need to say it once, and to explain why I like Rebels: cause it's closer to the old trilogy than to the new one, and I like the old one, not the new. Just that. Of course, there are other reasons why I like SW Rebels (as there are other things that I don't like from Rebels), but this one (that is closer to the old trilogy) is important for me.

    z3filus likes this
  5. the never ending old .vs new battle. And I can see why that can affect on anyones opinon about the SW: Rebels. I liked the show at start, but now I have to agree with @@hleV.

     

     

     

     

     

    this is shit

     

    Of course, the never ending old vs. new battle. But this is the first time I talk about it anywhere online (it took me 15 years to recover myself after The Phantom Manace shock, :D  ). I just say it once, and that's all, and I'm not interested in go in depth with this "battle". If somebody likes the new trilogy, I'm happy for him, and about tastes, nothing.

     

    About the new lightsaber... well, it's just ONE thing "bad". In the other side, in The Phantom Manace, there's is only one thing "good":  Darth Maul's lightsaber. So... no need to say anything else, cause as I said, I don't want to go in depth with this "battle". Just my taste.

     

    And well, this is talking and sharing opinions. I wouldn't call it "shit". But you can call it as you want, of course,  :winkthumb:

  6. I see Raz0r... thanks for the answer.  Actually, I think that we can control it... but just a little and only to lower it. As I said, we can set r_dLightBacks 0 and the light intensity decreases. Set it back to 1 and you get the vanilla lightining back again. Not what I was looking for. 

     

    Well, if you say there is no other cvar to control it, that's enough for me. Thanks for the help!

  7. ummm... I like SW Rebels. Just seen the 8 episodes yesterday and definetly I like it. Al least, I like it much more than Episode I, II, III and The Clone Wars thing. Actually, I hate the new esthetic from the new trilogy and it's story-line and it's ridiculous scripts, so it's easy to make it better. 

     

    SW Rebels is for childs? Maybe... as it is episode IV, V and VI. But while episode I, II and III is for ultra-childs (somebody may say for retarded childs), episode IV, V and VI (and in the same way, SW Rebels) not.

     

    So, this is the first time since episodes IV, V and VI that I can watch in the screen a Star Wars move, film or episode without feeling a vicarious embarrassment,  :D  And, why not, I'm 37 years old (born the same year Star Wars did), and I like when something brings out the child I have inside,  :P

  8. Hi again,

     

    I've been searching for increasing the lightsaber light. We all know that dynamiclight (0/1) disable/enable the light from the lightsaber and its reflection on the surfaces. Been searching a bit, and found that two cvars (r-dlightbacks and r_dlightstyle). The first one is set to 1 by default, as I remember (I can't check it right now). If I set it 0, the light from the lightsaber is slightly less intense. But I want the contrary: increase its intensity.

     

    I've been testing a little, but r_dLightStyle seems that has no effect whatever the value I set. And r_dLightBacks only admitt two values: 0 or 1, and as I said, 0 decrease it, and I would like to increase it, not decrease it. So, as I see, it's possible to change the lightsaber light intenisty with the r_dLightBacks. Just not in the way I would like...

     

    Do you guys know any other value or cvar or workaround to increase lightsaber light intensity? Maybe a mod... Of course, I've been searching, but didn't find anything (and I can hardly believe it... seems that anybody else before me has been interested in this tweak,  :huh: )

  9. ^^TBH sounds like you were doing something wrong.

     

    If you're using multiplayer its /model instead of playermodel

     

    No, it's for SP that I would like that command... Thanks for the tip about multi , anyway. And yes, about the texture issue, probably I was doing something wrong.

     

     

    @@Circa,

     

    I see, and that's what I expected. That thing you say about so many SP mods for JK2 makes sense, :winkthumb:

     

    Thanks guys!

  10. Ummm. That command tells me "file not found".... If I search a file that is in a folder "alone" (I mean not inside a pk3 file), for exemple npcsp.cfg, that command works and finds the path. But it doesn't find any file inside pk3 files (I've tried to search a couple more to be sure, no just the ground.jpg one). Are you sure that that command search inside apk files?

     

    Well, by the way, I've installed again the ffa_yavin4 MP map to test this command, and this is really strange cause now the engine loads the HD texture, and it doesn't matter which alphabetical order I set: the game always loads the HD one. Nice, but I don't understand why this happens.

     

    I guess there's no need to worry any more about this issue... it's strange, and that's all.

     

    Now that we are here, let me ask you just a little question... Do you know any command for Jedi Outcast to load a player model? In Jedi Academy I use playermodel stormtrooper model_default model_default model_default, and I play as a stormtrooper, but this console command doesn' work in JO and the game tells me that playermodel is not a recognizable command. I've been searching with google, but I didn't find anything.

     

    Anyway, thanks ensiform for the help, :winkthumb:

  11. Hi ensiform,

     

    yeah, I see. That's what I was thinking how pk3 files works in JK, and that is what it is explained in this tutorial:

     

    http://jkhub.org/tutorials/article/9-installing-editing-and-managing-pk3s/

     

    Actually, both files have the same name (ground), and the same extension (jpg), and both are in the same folder estructure (textures/yavin4).

     

    So, in my game base folder I have three "ground.jpg" files, all of them in the same estructure folder (textures/yavin):

     

    1- The first one, of course, in the assets1.pk3 file, the vanilla one.

    2- The one included in ffa-yavin4 MP map (which is the same quality that the vanilla one)

    3- And finally the one included in the Texture Overhaul pack.

     

    This files are loaded in this order because of the pk3 alphabetic order I set, so, internally, as you say, the only one that actually exists is the last one included in the Texture Overhaul pack. But, as I said, the improved texture is not loaded, and I can't see why not...

     

    I would like to know why this happens cause I want to know if other mods or MP maps that I have installed are doing the same as ffa_yavin4 does. And I need to know this way (how pk3 files works), cause I can't check in game every texture (I don't know how looks each texture in the vanilla version and how looks each texture in the overhaul version, so I won't be able to know when it's the vanilla one and when it's the overhaul one (except some very noticiable, like the first one I noticed in yavin4's ground).

  12. Hi! I have a bit of a doubt about this...

     

    I've downloaded and installed some days ago the Texture Overhaul pack, and it worked ok.

     

    But... yesterday I downloaded some MP maps, and there's one (ffa_yavin4) that seems that overwrites some textures, returning the old ones (for exemple, the first I noticed: in yavin 4, the ground texture, very noticiable the difference), overwrites cause both mods have inside the same file in the 'textures/yavin4' folder (well, just the same "file name", of course) : ground.jpg... and I guess that both SP and MP share some textures.

     

    Ok, so I made the game to load the HD texture the last one (at least, after the texture from ffa_yavin4 map), adding some zzz_ in the file name, and that's all. But it doesn't work, and I don't know why. The texture file from the HD pack should "overwrite" the one form the FF_yavin4 map... or maybe I've lost some steps.

     

    This is not really a problem, cause I just need to delete ffa_yavin4, and the SP is again with the texture overhaul, but I'm just curious why this happens, and I would like to know a little more better how this pk3 files works, cause I've downloaded a lot of mods this days and I'm going to be really busy "managing" things.

     

    Thanks in advance!

  13. @redsaurus

     

    yeah, you fixed it, :winkthumb: ... and quite fast, at least for me, :P

     

    Didn't test it much more, just the change between yavin1b and yavin2, but it doesn't crash any more and I can skip the cinematic (or watch it) with no problem.

     

    by the way, thanks for this mod redsaurus, even it's still "beta"...

  14. Could you check if it still crashes for you with an otherwise clean base?

    Hi redsaurus,

     

    Just to tell you that I have the same issue Angel Soul explained: the game crashes in the cinematic between yavin1b and yavin2, and doesn't matter if I don't skip the cinematic, it crashes when the cinematic finish (well, actually, I think that the game crashes before all the cinematics between yavin1b and yavin2 has finished. More precise, I think it crashes when starts the cinematic where Luke says welcome to the new students in Yavin Throne Room. That cinematic is not played and the game hangs before it). I can manually load yavin2, so the problem seems to be in the cinematic, or "between cinematics". 

     

    Well, that's all. Hope this words are useful for you to solve the problem.

     

    Now I'm thinking If I have my vanilla JA with the last update (it's been a long time since when I installed it). I guess it is, at least, the OpenJK build that I'm using doesn't crash in that cinematic between yavin1b and yavin2, so the problem seems related to your mod.

     

    EDIT: Well, it seems my base game is updated, cause I have the Update1_01.txt file in my game folder.

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