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Basil Bonehead

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Posts posted by Basil Bonehead

  1. 14 hours ago, Ramikad said:

    In theory, if you wanted the base game maps (and characters too, really) in GL2, you'd have to at least add normal maps and RMO/SG textures, according to which workflow you choose (respectively roughness / metallic / ambient occlusion, or specular / gloss). Also, modifying the original textures from diffuse to albedo (basically "flattening"  the texture to remove shadows) to work properly with the new renderer would probably make the effect better. Ultimately it's just theory though - there's no guarantee that it would look right in practice. SomaZ's experimental video of Vjun seems at least promising, though:

    https://www.youtube.com/watch?v=X28W6N8US5Y

    I was able to find it but i want to ask: wil it work with the latest version of openjk? This version is over a year old hence my concern

  2. weird, we can change the textures but not incorporate other elements to the vanilla maps. custom maps for obvious reasons but not vanilla maps. how much work would be done to get it to work with the base game maps?

    I tried warzone, it's so weird especially since it's hard to tell what does what and on top of that from my experience with it, whatever graphical mumbo jumbo was done in that mod just made the game look blurry (and i was at max settings) and have obnoxious bloom that i couldnt get of no matter how much i messed around with the graphical settings

  3. First of all: yes, the title sounds weird because you’re thinking to yourself “Query: what do you mean by ‘more in depth graphics mod’”

    Here’s what I mean by that: I’m curious to know if there’s a graphics mod that adds additional features and not just adding HD textures on blocky old level geometry. I’m curious if anyone knows about a graphics mod for Jedi academy that adds things like normal and/or bump mapping and ambient occlusion to the game. Has that been done before? Is it possible? Or is not possible due to how old the engine is (20 years to be specific)? I’m sure a graphics mod like that exist that’s not the aforementioned putting HD textures to replace the vanilla textures while still looking flat-ish or messing with the lighting and make everything look obnoxiously dark. I did see a mod that adds bump maps onto the weapons https://mrwonko.de/jk3files/Jedi Academy/Mods/Weapons/75949/ and it’s been done with character models and some maps (i think) but has anyone tried doing that for the textures for the base games used in the campaign and MP maps?

    Smoo likes this
  4. https://youtu.be/tAlGBofkekc

     

    Here's a few things I did a few months ago, returning to the idea of kotor in JKA I was inspired by TNO's kotor conversion mod and I saw a part of the video where Chewbacca is replaced with Canderous Ordo. Here's my take on it for dialogue (most of Chewies dialogue is unchanged, when i find the inspiration and how i can make it coherent I will make a full walkthrough of the Mercenary Activity when I do this). Also i think Jaden's unaltered dialogue with Canderous' in this footage is funny

     

     

    Me replaying Crimelord takedown with another change I did MONTHS ago. What's different on this version? I changed the Nikto who replace the human mercs with ACTUAL human mercs from kotor (specifically kotor 2) with a soundset i assembled with VO bits from kotor 2

    TheWhitePhoenix, LukeJM28 and Jeff like this
  5. https://youtu.be/ThUOhOQGEFI"]https://youtu.be/ThUOhOQGEFI

     

    I’M OVERDUE FOR POSTING THIS LOL

     

    In this rough recording I show off some weapon sounds I combined to make a unique sound (for most of them). Also this was made with ultimate weapons (obviously). Also i need to think of some for the others (if i can think of any)

     

    Also if anything seems of with the weapons (specifically the firing speeds) it’s because I was playing Escape Yavin IV when I was testing these sounds and just loading a map in that mod.

     

    E11 - I combined the fire sound from the ultimate weapons mod and combined it with the E11 from free radicals BF3. Same for the alt fire but slightly pitch shifted to match the sound

     

    Bowcaster - This is the same one used in KOTF 2.1, specifically the primary fire sound. I combined the vanilla JKA sounds and added the bowcaster sound from Republic Commando

     

    Disruptor - Combined the OG battlefront 1 firing sound for the primary fire and the secondary fire when scoped sound is the sniper rifle sound from The Force Unleashed

     

    Repeater - Combined the vanilla firing sound with the repeater sound from 2017 Battlefront 2. Funnily enough I also took that sound and combined it with the firing sound from Rayce’s reskin of the TL-50 https://jkhub.org/files/file/3059-tl-50-heavy-repeater/ (not featured in the video)

     

    Flechette - Combined the vanilla firing sound with the one from ultimate weapons

     

    Concussion - Republic commando concussion rifle sound. I still need to figure out a unique combination for this weapon.

  6. it's nice to have variations of death (zombie storm)troopers than just the bloody helmet and exposed mouth. shows that the stormtroopers armor were torn and damaged in different areas when attacked during an outbreak.

     

    makes me want a total conversion mod about project blackwing lol

    Omega likes this
  7. Having a love for sounds and audio editing, having a bunch of sound effects at my disposal, and learning how to get them to work in Jedi Academy, results in the stuff that will be shown in this forum.

     

    Here are some examples of my efforts:

     

    Early attempts at adding sound effects (weapons, footsteps, and sound sets) from the Knights of The Old Republic games. Some I have shown in the past in other threads.

     

    First attempt

    https://m.youtube.com/watch?v=lnkh-XtEc18

     

    what I replaced:

     

    replaced the stone and metal footsteps with the ones that were used for the sith soldiers (i liked those more than the ones the player has)

     

    gave saul some new damage and one new death noise from kotor 1

    gave the sith officers their respective soundset from kotor 1

    gave the nikto their respective soundsets from kotor 1 and 2

    gave the sith assassin their respective soundset from kotor 2 (wasn't sure if the sith assassins would replace the saboteurs)

    gave the pistol the pistol draw sound from kotor

    gave the cloaking sound the ones from kotor (not shown in the video)

     

    replaced the following force sounds:

    force speed with an unused sound effect that was suppose to be for force speed in kotor

    force drain with the death field and affliction sounds

    force push with the force push sound from kotor

    force jump with the force jump sound from kotor

    force heal with the force heal sound from kotor (not shown in the video)

     

    and yes, the ones not shown in the video do work as well

     

    Take 2:

    https://m.youtube.com/watch?v=f4EmGyTUTao

    https://m.youtube.com/watch?v=fgHiyGqSM5E

     

    replaced the grass movement sounds with the ones from kotor (includes ones that weren't put in the final game)

    replaced the rug, and dirt sounds with the ones from kotor (not in the video, couldn't find a map to show them off)

    replaced the imperial heavy repeaters sounds with the heavy repeater/disruptor rifle from kotor

    replaced the heavy repeaters alt fire sound with the power blast sound from kotor 2

    replaced the explosion sound from the heavy repeater with the thermal detonator sound from kotor

    replaced the heavy repeater hit_wall sound with a hit wall sound from the heavy repeater/disruptor from kotor

    replaced the rocket launcher sound with the one from kotor 2 (i think it appears in the game in the form of mira's rocket laucher)

    replaced the bowcasters sound with the bowcaster/ion blaster sound from kotor

    replaced the bowcasters alt fire sound with the sonic blaster sound from kotor

    replaced the grenade throw sounds with the one from kotor 1 (it appeared in the calo nord cantina cutscene)

    replaced the grenade explosion sound with the frag grenade sound from kotor

    replaced the lightsaber hit sounds from the ones from kotor

    replaced the force protect sound with the force shield sound from kotor

    replaced the force absorb sound with the force aura sound sound from kotor

    replaced the mind trick sound with the ones from kotor (i believe they're unused)

    replaced the force grip sound with the force choke sound from kotor

    replaced the force lightning sound with the one from kotor

     

    (At the moment) finalized versions of weapon sounds, more still to be added

    https://m.youtube.com/watch?v=JFIk01tgPOU

     

    blaster pistol replaced with the standard blaster pistol/rifle sound from kotor, the alt fire is replaced with the power blast sound from kotor

    blaster rifle replaced with the ion blaster sound from kotor, alt fire replaced with the alt fire sounds with the power blast sound from kotor

    bowcaster replaced with the sonic blaster sound from kotor, alt fire sound replaced with the sonic blaster power blast sound from kotor

    repeater sound replaced with the heavy repeater/disruptor rifle sound from kotor, alt fire replaced with the power blast

    sound from kotor and the explosion sound is replaced with the thermal detonator explosion sound from kotor

    replaced the rocket launcher sound with the one from kotor 2

    thermal detonator explosion sound replaced with the frag grenade explosion sound from kotor, throw sound is replaced with the one from kotor and the bounce sounds are replaced with the ones from kotor

    replaced the lightsaber hit sounds with the ones from kotor

     

    This video is a little outdated in the NPC department but this was my first attempt at replacing dialogue with ones from kotor. In this case Crimelord Takedown but Lanik Racto is replaced with David Kang. Inspired by The New Order’s kotor conversion mod. Lwkill helped with getting the music to work in the game.

    https://m.youtube.com/watch?v=--fECEBiNhI

     

    https://m.youtube.com/watch?v=OpJh50IQyAA

    A more goofier attempt done as a joke with Rax Joris’ dialogue replaced with Commander Dern from Kashyyyk in kotor 1 and replaced some of jadens lines with slightly edited lines from Atton “Jaq” Rand from kotor 2. The replacement for Rax’s dialogue was inspired by the Jedi Academy Re-Edited series

     

    https://m.youtube.com/watch?v=a9aUGoR3U8g

    https://m.youtube.com/watch?v=azPQpjH5AY4

     

    Two tests of footstep sounds from the OG battlefront games

     

    Other stuff I’ve done that’s not in video form or barely touched in the videos:

    Made some proper soundsets for the kotor 2 sith assassin, saul karath, emperors royal guard (using unused dialogue from OG battlefront 2), and many more. Because hearing random quotes when characters take damage irritates me.

     

    I also provided voice clips, soundsets blaster sounds among other stuff for KOTF 2.1 and later SWGL

     

    Much more to come but that’s what I have at the moment that’s in video form.

    Jeff, NumberWan, Tompa9 and 5 others like this
  8. If you want we can discuss it on discord Basil. The script doesn't need heavy re-writes, it's mostly just changing names. Also Some of the dialogue is a bit cheesy, we can change that to something more serious.

    i wouldn't mind discussing it over discord

     

    PM me your discord name

  9. in regards to the sabers, ok

     

    as for sounds I'll try to mish mash weapon sounds from various star wars games and see what i can come up with. same with the soundsets. should i also use the ultimate weapons mods since you're using it in your screenshots?

     

    also for voice lines, i'm going to wait before even doing anything with that since i imagine you plan on having the vast majority of the voice lines re recorded by new VA's

  10. great stuff you've been showing!

     

    weird question: are you planning on keeping some of the more goofier lightsabers like that saber mace or what ever that is. personally the dual wielding saber staffs and X staff are fine in the context of the ancient sith but the weird saber mace and the circular sabers are kind of goof and out of place with the star wars universe
     

    also my offer still stands for providing new sounds and etc.

  11. It's kitbashed, I just so happen to come across the Mandalore The Ultimate model for BF2 and gave me an idea to put this together. The mask is actually ported from Galaxies and the rest is ported from KOTOR/TOR and with skin editing. I might try and make a more accurate one, this is the closest I can get with what I have to use so far. I do plan on kitbashing Mandalore The Indomitable next. I will try to keep up with the updates on here, I know I don't post much.

     

    k, i could tell the influence minus the Brotherhood of Shadow: Solomon's revenge mandalore mask

     

    funnily enough i've actually contributed to that project by providing audio for that mod

  12. Well, in some areas it's clearly obvious Davik's lines were edited/ spliced - they cut too fast or too abruptly. Maybe add a small pause between them, or something?

    I'm not sure if someone already made the clanking HK walk sounds for JKA, but I'm pretty sure I've heard them in one of the KOTORs.

    Yeah, nobody ported the Mark I, and I guess that would require a special skeleton, and animations too. A pity.

    If I remember correctly the merc/ bounty hunter/ thug .npc files all have several entries for different kinds of characters (Rodian with E-11 and Rodian with Disruptor; Merc thug and Merc officer; Gran boxer and Gran grenadier; etc.) - plenty of space to go round.

    Derrick? What Derrick? :huh:

    Is the K2 hud you used in the last video the same one that's been uploaded on here so long ago? If so, I doubt we'll get an update. :D

    I could, dunno. My worry is that it’ll feel unnatural especially with the fast delivery of the voice lines by Davik’s voice actor

    I think the HK in Abroms kotor pack includes the clanking for HK, I’ll have to check

    As I thought: I hope someone does. If we can get working droidikas in Jedi academy then we should be able to get a mk1 assault droid lol. In the meantime I have an idea as a substitute. If not I’ll just modify it with the cultist class because the asassin droid class doesn’t work on the HK’s

    The Rodians are no problem, the human mercs are kind of pointless since they’re rarely used but I do plan on replacing them. Why do I say this: because there are NPC’s that are unused. Since I posted the last post I replaced the nikto (that replace the mercs) and replaced them with the kotor 2 mercs using Derrick (derrick being the pmhc4 (I think that’s the head name) and using the heavy combat armor) and making a custom sound set for them. For the bowcaster and repeater users I gave them a vibrosword. I plan on doing something similar for the concussion rifle merc but instead have him being a mandalorian or a kotor merc like the rest with him either: keeping the concussion rifle or give him a rocker launcher or a vibrosword. It’s now only the weequay that are the nikto. Them and the e11 using rodians.

    Yes the hud i’m using the kotor 2 hud. Also what’s going on with that, this HUD could use a good refining.

    Smoo likes this
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