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Basil Bonehead

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Posts posted by Basil Bonehead

  1. You also have to add a Ghoul 2 property to the mesh: Object -> Ghoul 2 Properties -> Add G2 properties. This will allow you to define the Ghoul 2 properties of that mesh: you can name it - and that name will be the one you'll use in the .skin file to apply a texture on it - and you can apply a specific shader to it (otherwise, if you want to define it in the .skin file, you can write [nomaterial] as shader). You can also tick the mesh as Tag or Off, but being a headband you won't need to tick them off.

    because of my unfamiliarity to blender, where do i find that option?

  2. You must add amature modiefier - call it skin and parent it to the skeleton. You also need to weight this model to this skeleton. It also need to be model made of triangles.

     

    Making player models is very time consuming hard process... even adding simething simple as hat is very hard to acheive. There should be video tutorial how to make this... sadly i dont have time lately and i am not skilled enough to do it. But i suggest you one thing - look on the other part of the models and see how things looks with them. I learned from the observation and i made them myself :)

    the playermodel is playable, i just want to add a new detail to it with the torus i'm putting on my model

  3. I think you're in the wrong thread - that's modelling and rigging, if I'm not mistaking. This thread is about bots, which is closer to coding, I think.

    note to self: don't make a forum post late at night ever again when half awake

  4. 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?


     

  5.  

    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

    Droidy365 and GPChannel like this
  6.  

     

    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

    TheWhitePhoenix likes this
  7. 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

    TheWhitePhoenix and GPChannel like this
  8. @@DARTH LORD VADER that model is of Kylo Ren from The Last Jedi.

     

    @@Basil Bonehead Most of them require to have OpenJK installed on your JKA game, because they are not for the base vanilla game. It should run smooth with OpenJK. Also I might be able to return and fix some of them during my winter break from work, but I can't promise at the moment as I am going on vacation and not sure if I'll take my laptop.

     

    @ The TFA Kylo Ren is from SW Pinball TFA game, mine that is based on TLJ uses (for the helmet version): Lervish/Plasma body and textures, cape and helmet from EA Battlefront 2017 Kylo Ren. The unmasked version is combination of SW Pinball (arms/hands, boots), EA BF 2017 cape, torso/hips/belt/head from Force Arena (mobile)

    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

    General Howard likes this
  9. Darth Kryth (personal model) kitbashed/re-textured from DT85's Darth Maul (head/arms/hands) and Sith Stalker (hips robes & belt) by Shiftee, base Kyle Katarn.

     

    Darth Kryth was considered as the evil clone of Darth Maul from a secret imperial project, but later as he revealed himself he is the secret twin brother of Maul. Darth Kryth is the new Emperor of the remnants of the Galactic Empire. Kryth have the ability to use a similar to Force Repulse effect, but also causing huge drain of the living force from every single creature and even planets.

     

     

     

     

    LXlcsOL.jpg

     

    xQL2vjy.jpg

     

    Ki48Do0.jpg

     

     

     

     

    What star wars story is this a reference to?

  10. The problem is very similar to the one I had with multiplayer. I wanted to add new player menu which is huge and apparently extending the limits. I had it fixed for MP thanks to @@Xycaleth. Now, when I tried to add the same menu for SP - game crashes on startup screen. I think that extending the limits would do. I used uix86.dll file from openJK to fix MP. Is OpenJK supporting SP and if so is it a good idea to use it? 

    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.

    eezstreet likes this
  11. Actually, KotF 2.1 already has most of the best models available. Even Toshi's Darth Vader is in it, as well as many other high quality models.

    I definitely show i haven't played the alpha yet XD

     

    Good to see that stuff's been updated

  12. 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

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