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Basil Bonehead

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Everything posted by Basil Bonehead

  1. note to self: don't make a forum post late at night ever again when half awake
  2. I'm trying to get back into making models in jedi academy and i got blender set up again and when trying to import a GLM of one my models, it doesn't appear. I have the plug in but i get the feeling that the plug in isn't working for some reason. what's going on? i keep getting and error saying no gla. what does that mean?
  3. replaced the blaster sounds 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
  4. if it's possible, can i get a build of the mod so i can implement these into the mod and then add in some more into the mod?
  5. added more new sounds i also showed the sounds that weren't shown in the previous video 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
  6. here's my proof of concept video for adding audio from kotor into jedi academy so here's what I did: 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
  7. I got the kotor 1 and 2 audio files, trying out some stuff. if everything works perfectly, i'll post a video on here EDIT: finished my proof of concept, uploading it now
  8. Do you plan on doing more with the mod after remaking the levels, do you plan on adding more to the mod like the original and sequel trilogy, and other stuff from the legends/EU, or make a spiritual successor to the cancelled movie duels orignal trilogy?
  9. despite not having the installers anymore, i still have a majority of those expansions for the original KOTF
  10. I should have mentioned i used openjk LOL. even with openjk, i still get an error. and yeah, hopefully over time because we're all busy with winter break, just work on it when you get back, don't stress yourself out on vacation =P
  11. do you ever plan on polishing those models you released? they're so good but so buggy (and yes I know you're aware of that fact). That and when I tested the kylo model, it gives you an error if you give him the crossguard saber mod and if the saber hits something
  12. it's been over a month, anything new to report? hopefully this mod didn't die
  13. Why is that? would it be hard to re-script the cutscenes or is it that you don't have anyone to redo the dialogue? because if it's the 2nd one, I'm willing to help out with that.
  14. Nice work on the mod but the unmasked face irritates me. Do you plan, in a future update, to change the head and make it look more like Adam Driver?
  15. is it possible to restore the other missing npc classes like the saboteur (for stealthing abilities) and jettrooper classes (so npcs can use jetpacks and can be killed because the boba fett class is immortal)
  16. last time i can recall, openjk is supposed to support both MP and SP =P and yes, it definately helps because regular JKA can't handle high-poly models and stuff because of limitations and stuff nobody likes, so OpenJk should definitely help a lot coming from experience, i like messing around in SP by changing around the NPC and some of them use high-poly models that give you a stupid error and with openJK removes those stupid limitations that allows me to use those models without a problem.
  17. since you're updating the aliens, i recommend this head for the trandoshan :] http://www.moddb.com/company/jedi-knight-jedi-academy-modders/addons/improved-trandoshan-head
  18. I definitely show i haven't played the alpha yet XD Good to see that stuff's been updated
  19. another weird question (lol): do you plan and replacing character models for a more updated look. for example: replacing mars marshalls darth vader (the vader model the original KOTF used) with something like toshi's vader
  20. weird question: do you also plan on incorporating the scrapped ideas of the cancelled KOTF 3.0 update that Tim was going to have? his old account: https://www.youtube.com/user/TimFx archive of the old website because it's been shutdown: https://web.archive.org/web/20150519055212/http://www.kotf.com/main/manual/download.htm
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