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Posts posted by Basil Bonehead
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If you managed to get your mits on the KOTOR and SWTOR characters from galaxy of hereos would you import them into jedi academy?
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Still having that weight vertex problem, messed with the weight paint and i still can't figure it out to export my model.
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does the location of the model have any significance?
https://img00.deviantart.net/fd4f/i/2018/143/5/4/blender_by_mr_mannface-dccdisz.png
Edit: nevermind, it doesn't
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If i may reccommend a new VO for Rosh so he sounds like Jason Christopher Marsden. There's a guy from the kotor modding community who i hope could lend a hand to the mod. he goes by Zhaboka. I think he'll make a better Rosh Penin than whoever did the voice in the original mod
Droidy365 likes this -
Another improvement from the original mod is Jaden actually speaking. That's one glaring thing I never really understood in the original mod. What, did all the years Jaden spent in that prison suddenly make him mute?
as long as they sound like Philip Tanzini (Male Jadens voice) and Jennifer Hale (Female Jadens voice) I won't complain.
Droidy365 and TheWhitePhoenix like this -
similarly to the lost maps release of escape yavin IV, could we get some sort of option that results in jaden redeeming himself and returning to the light side?I am only using aliens from the original trilogy and the ancient times (sith species for example) trying not to expand it into prequel territory minus the double-bladed lightsabers The scripts in the menu list some of the species as totally wrong smh, like geonosians are the mutant howler with wings, the umbarans are masked warriors, etc. There was a lot of things that didn't fit, like tuskens underground and jawas as well, these are all being replaced. Raptors with missing animations, will replace those with some other predatory creature. The biggest plot hole is the presence of Rosh, who would be dead if this follows the darkside ending of JA, so he will be replaced, but none of this will be complete without menu overhauls and voiceovers.
My first goal was to remove everything prequel-related from the mod.
Then it was to give the mod a total Yavin feel to it, either you're in the jungle or in some dark facility underground, but with moderate aesthetic appeal.
Then I wanted to re-introduce something that hasn't been done yet in a star wars game that would be possible here due to the massive number of npcs available with the current scripts, and thats to have it be a total nostalgic trilogy feel because the aliens would be there with much much less of a clone effect.
Then I wanted it to be a real sequel to Jedi Academy, the Dark Side ending, making Jaden have ragged clothes much like his re-skin from the novels.
The things I want to change are some of the scripts, and I would like to have someone re-compile all the maps with just some physical changes (like repeating textures) and voiceovers to give the story a little twist.
The premise is:
Jaden turned to the dark side from ending of JA, 30 + years later a Sith Lord and his brothers appeared and destroyed much of the New Jedi Order, started siphoning resources from planets and collecting species for slave labor (much like Rakatans).
Thats why theres so many aliens on Yavin. There is no Empire, just remnants, I wanted to replace all the map objects of imperial spaceships with different skins to look like a different faction took over the empire's resources but the skins I made for the ships wouldn't replace the objects in the maps unless I de-compiled then recompiled everything.
Jaden must escape from Yavin and confront the Sith Lord to either aid or destroy what is left of the old republic / rebellion and jedi knights. I want this game to have a solitary and dark feel to it. The only thing I wish was in the original mod was some ruined yavin temple / hangar base from the movie / previous jedi knight games that would connect between two chapters.
Then I redid the music so literally no track repeats like it did in base JA.
Theres a lot more work I did on this, but everything I did is just editing the assets and the skins/textures/music/effects/weapons themselves, nothing more. I am not a mapper for JA, I could never figure that stuff out unfortunately, so that is where I may need help from others to make this totally complete. I will release what I have as well just not yet until it is all organized for a single download.
also i would like to offer toward providing new voice overs for the sith lord if possible. or at least edit the voice actors lines to make the sith lord sound scary
I also don’t mind voicing minor roles either
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also will there be an overhauling to the voice acting too?
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i also hope the skins get replaced with something more... i think lore friendly is the right term to use.
immersion is a helpful thing and the overhauling of NPC's with their approptiate looks or replacing them with something else that makes more since will be a well needed facelift for this mod
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Luke and Leia. Obviously.
so you're involved with this mod too... lol
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I think there should be whole process described with screens for better and easier understanding what to do.
I also suggets to look on the weight paint tutorial to see how this process and results really look like.
what weight paint tutorial are you refering to. could you send a link to it please?
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This is such a cool little project you've been working on! If you don't intend on finishing it, could you at least possible release whatever custom assets you've added or changed?
And if not even that can we still at least get that sexy Yavin skybox?
Also I did some additional playthroughts with the mod. I used openJK, a big saber mod and the UltimateWeapons mod and I changed nearly half of all models (both their in game appearance and their display on the menu). I can confirm that while OpenJK is a definite big help, it's not perfect. There are some instances, like the engine room on the Kel Dor's ship, where it is almost impossible not to crash the game with additional assets. If you plan on overhauling this mod, then good luck to you working around the bugs.
I also narrowed down the cause of a really bad bug. In the first Jedi Council cutscene, sometimes the cutscene freezes mid conversation between Not-Windu and Not-Yoda. I figured out this only happens for some reason on the highest difficulty setting. IDK why, but it is especially disappointing and I have no idea why it would do that.
will not-windu and not-yoda be replaced? if so, who will take their place?
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I think there should be whole process described with screens for better and easier understanding what to do.
I also suggets to look on the weight paint tutorial to see how this process and results really look like.
amen to that
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Sorry, got home late. When you swith to weight paint, it should be to the left of the button with a camera icon. Note: i am using Blender 2.72, some older versions of blender don’t seem to have it (or at least not were it should be).
i hit it, and now what?
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what's going on with this project?
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I am not at my computer but is on the bottom menu bar. Around 7 or 8 icons to the right of the dropdown where you select weight paint or edit mode.
i think i found it, which button is it?
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I am not at my computer but is on the bottom menu bar. Around 7 or 8 icons to the right of the dropdown where you select weight paint or edit mode.
when you do get on your computer, could you take a screenshot showing where i should look because i don't know what you're referring to. i think our layouts of blender are radically different
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When you switch to weight paint mode and click on the cranium (on the vertex groups), does the entire mesh turns red?
Is cranium all in lower case? When you weighted it, was the option to show non-issue vertices selected?
yes, yes, and where do i check that because i don't see that option?
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Are you sure you weighted them to the proper bone (since it's a headband, I guess it's cranium)? Check it out in Data -> Vertex Groups.
yes, i did. i don't know what else to check. i did multiple things to see if it would allow me to export the model and no results
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got the triangulate faces things now, tried to export it again and got an error saying "could not load a vertex: unweighted vertex found!"
i weighted the thing, it's weight is set to 1 like in the tutorial, i checked my model i'm trying to add on, it don't get what's going on. for the umpteenth time lol (i gotta stay optimistic sometimes)
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Exactly this:
To fix it, select the mesh, enter Edit Mode, then press Ctrl + T, which will make all faces of that mesh triangles.
for some reason hitting Crtl + T does nothing, it's in edit mode and it does nothing and i have the node wrangler enabled too
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went to bed, cooled off, followed the tutorial some more but the current problem regarding trying to export it is this:
what do i do?
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I'm honestly on the brink of giving up because trying to add the torus onto the head of my model is getting frustrating. I'd rather have a one on one conversation with someone over skype and talk my way through this because that's how irritated I am
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never mind i have another idea
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https://jkhub.org/topic/10172-blender-jka-frankenstein-modelling/
See the video tutorials, especially:
Skyrim to JKA
Click here to learn how to do it
managed to figure it out with the tutorial, thanks. now i face a new problem, when trying to export the model, it says blender can't load the surface of my model and says something like vertex without UV. what's that about?
how do i go about fixing this?
The path of the Apprentice
in WIPs, Teasers & Releases
Posted
will you do maul next?