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swegmaster

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Everything posted by swegmaster

  1. Edit: Circa did le fix, rip the meme
  2. It looks really decent, the only issue is Prefx's Praetorian guard will be obsolete when this gets released
  3. @@Langerd need any help with your cloud city mod? Eg scripting, animating, etc.
  4. With the amount of shitty unoptimized ports*tm* on the site the entirety of clone wars can be fought Memes aside, creator of the thread is doing some nice work
  5. swegmaster

    Scarif

    Nice work lad!
  6. Well this is it: http://hexedit.nextsoft.de/ It's in a non-English language, but with google you should be able to find one
  7. HxD Hex Editor works just as well
  8. That works, many thanks Punisher
  9. That's a way to do it, however is there a way to do this without having to rely on the amount of letters that comes after a custom humanoid's folder name?
  10. How would I go about exporting a _humanoid.gla into a custom _humanoid folder with its own path? Eg. I wanted to do Palpatine Animations, and wanted the gla to go into a custom _humanoid_pal folder with the gla path being set to there, how would I do it? PS: I've tried Linken's tutorial, but opening a model using it in either blender or modview gives me this: Wrong gla file version! (538976262 should be 6)
  11. There's a zip error whenever I try to open the downloaded file with the new 1.2 update, could that be fixed please?
  12. I can tell you they aren't, they're reskinned from yeyo JK's own reskinned HS Obi-robe textures, which in turn were modified from Elek Andor's own attempt
  13. In this tutorial, I will be talking about what all the different sounds are so you can choose the sounds you want to use in your soundpack, how to even create a soundpack, and how to convert the sounds so they can be used in-game. Part I: The Sound Hierarchy This will detail info about all the sounds in a soundpack and what they are used for, this can help you choose which sounds get renamed which, the (#,#) is how many sounds that the game will at max play, like ex. anger1, gloat1, victory1, etc: NOTE: There are also sounds you can add for NPCs that are played only if the player is a female character, by adding _f to anything that's not a pain or noise sound, e.g. NOT jump1, pain25, choke1, IS anger1, suspicious1, victory1, etc. anger(1,2,3): Lines that are played by NPCs when you are detected, if NPCs are in groups, likely that at least one of them will play these, or not at all. chase(1,2,3): Lines that are played by NPCs when an enemy tries to run away. choke(1,2,3): Lines that are played by both NPCs and players when either is being choked by force grip. combat(1,2,3): Lines that are played by NPCs and players when locked in saber combat. cover(1,2,3,4,5): Lines that are played by NPCs when a thermal detonator is thrown near them and they run away. confuse(1,2,3): Lines that are played by NPCs when the mind trick force power is used on them. death(1,2,3): Lines that are played by both NPCs and players when they are killed deflect(1,2,3): Lines that are played by Jedi/Sith NPCs when they block shots with a lightsaber. detected(1,2,3,4,5): lines that are played by NPCs when they find an enemy after losing them. drown: line that is played by NPCs and players when they choke and die underwater. escaping(1,2,3): Lines that are played by NPCs when they don't know where the player is and are trying to look for them. falling(1): Line that is played by both NPCs and players when they fall to their death. giveup(1,2,3,4,5): lines that are played by NPCs when they lose the player and stop looking for them. gloat(1,2,3): Lines that are played by players when they use the gloat feature, gloat sounds don't always work in singleplayer for whatever reason. gurp(1,2): Lines that are played by both NPCs and players when they choke underwater. jchase(1,2,3): same as chase, but are only played by npcs with a jedi-type class, like CLASS_JEDI, CLASS_REBORN, CLASS_TAVION, etc. jdetected(1,2,3,maybe 4 & 5): same as detected, but again, only played by NPCs with Jedi set as their NPC class. jlost(1,2,3) The same as lost, only it's played by Class-Jedi NPCs. jump(1): Line that is played by both NPCs and players when they jump or roll land(1): Line that is played by both NPCs and players when they take fall damage. look(1,2,maybe 3): Lines that are played by NPCs when mind trick is used near them. lost(1,2,3): Lines that are played by NPCs when they lose the player after playing a look line. outflank(1,2,3): Lines that are played by NPCs when they try to surround the player. pain(25,50,75,100): Lines that are played by both NPCs and players when they take damage, pain100 would sound minor, pain75 would sound a bit worse, pain50 would sound major, and pain25 would sound severe. pushed(1,2,3): Lines that are played by both NPCs and players when they are pushed down by force push. pushfail: Line that is played by NPCs when they resist force push. sight(1,2,3): Lines that are played by NPCs when they see something, similar to look. sound(1,2,3): Lines that are played by NPCs when they hear sounds, shoot blaster shots on the ground near them, then they will play the line and go to where they heard the sound. suspicious(1,2,3,4,5): Lines that are played by NPCs that I believe they play after some time passes when they play either a sight or sound line. taunt(1,2,3, even 4-5 as rare-r lines to play): Lines that are played by players when they use the taunt command, and by NPCs when they are at a certain rank (mainly Jedi/Sith NPCs). victory(1,2,3): Lines that are played by NPCs when they kill an enemy, and by the player when they use the victory command. Part II: Converting the sounds for use in-game Before you even pack up the soundpack, you will need to convert the sounds so that they can be used in JKA, so here's what you do: Download and Use Audacity, it's free and it works very well for almost all of your sound-editing needs: http://www.audacityteam.org/ How to use it for converting sounds to JKA audio standards: 1. Open Audacity. 2. Drag all the sounds for the soundpack you've organized onto it: 3. Make sure project rate in the bottom left corner of audacity is set to 44100 HZ, or it will give an error in-game. 4. Select File > Export > Export Multiple, then set your directory to wherever you want to export your sounds, then, you export the files through MP3 format (or WAV, but MP3's take up less space) with Bitrate mode set to constant, Quality set to 192 kbps, and the "Force export to Mono" option is selected. 5. Hit export, and then you will have your working in-game sounds, next up is organizing them into a folder. Part III: Making the folders To have the sounds be used properly in-game, you need to: - Put the sounds you chose into a folder, titled misc. - Place the misc folder into another folder that you should title the name of the character you based it on, but keeping it short in the process, example; I would name mine kyle, short for Kyle Katarn. - Make 2 new folders, one inside the other, the folder within you need to name chars, the folder chars is in needs to be named sound. - Place your newly created character soundpack folder into sound/chars. - Compress the sound folder into a zip folder, then if you have file extensions set to be viewable on your OS, rename the .zip part of the compressed folder to .pk3, and select Yes when a pop-up shows up, confirming the renaming of the file extension. There you have it, your first character soundset, if you'd like to share it on here for other people to use, here's a good place to post it: https://jkhub.org/topic/6867-character-soundpacks/ Bonus: If you do wish to share a soundpack, you need to have a site that can host your file for others to download, sites like MediaFire, MEGA, and DropBox can do the job, as long as you have an account on one of them first. Pack up your soundpack into a zip file, then upload your zip to one of the three aforementioned sites, though others can do the job just as well like Google Drive.
  14. Many people think the Inventory system from Jedi Outcast is not included in Jedi Academy (the Singleplayer portion in particular). In reality it's actually still present, except for binding options not being present in the menus, and Bacta for some reason was changed to act like a health kit. To access it, these are the steps: Go into assets1.pk3 using pakscape, which you can download here: https://jkhub.org/files/file/89-pakscape/, and go into ext_data, then drag the items.dat onto your desktop, and open it with any text editor. I recommend using Notepad++. Go into the Ammo items section of it and look for ITM_BACTA_PICKUP. Once you find it change the type from IT_HEALTH to ITM_HOLDABLE, and the tag from ITM_MEDPAK_PICKUP to INV_BACTA_CANISTER. Save it, then with pakscape go into File, New, then create a new folder in your pk3 named ext_data, then open it and drag the items.dat from your desktop into the ext_data folder. Download the model in the zip folder that comes with this tutorial, extract the zip, then place it in your pk3 in models/players, which are the two folders needed for your pk3. Go into file, save as, make sure Save as type is set to Pk3 files (*.pk3), and compression is set to normal, name it inventoryfix, then save it wherever you want. Drag your inventoryfix.pk3 into your Jedi Academy game directory's Gamedata/base folder, then open up jasp.exe. Open the console (Shift + ~), then type in these commands: bind <key you want to bind> invprev - Key to go back in inventory selection bind <key you want to bind> invuse - Key to use your inventory bind <key you want to bind> invnext - Key to go forward in inventory selection That's all there is to it, now just spawn any item, eg. item_la_goggles, pick them up, then select and use them as they are in JK2! Special Thanks to @Ramikad for showing how to get the bacta working again and how to get the inventory keys binded. remote.zip
  15. -America -Weekends will work -Windows -Won't be bringing anyone -Can't record
  16. Gr8 b8 m8. I rel8, str8 appreci8, and congratul8. I r8 this b8 an 8/8. Plz no h8., I'm str8 ir8. Cre8 more, can't w8. We should convers8, I won't ber8.

  17. http://www.mediafire.com/file/ad39x3cn02dh5o2/KotF_TFU.zip Happened to have the original installer and readme on my hard drive, put it in a zip, uploaded to MediaFire and bam
  18. That would be lervish/plasma's take on the character, sure it has some not so accurate things such as the hair and hands-sleeves cover, but it's still a very decent model all the same
  19. How did this thread go from illegal Eafront model port requests to pleading Psyk0sith to finish his kylo ren model while a very fine version already exists
  20. Didn't even notice this thread's revival, but now that I did, very nice work Roox
  21. -America -Weekends will work -Windows -Won't be bringing anyone -Can't record
  22. >Garbage compared to DT's Mara and Toshi's Luke
  23. I'll get it done, don't worry. In the meantime, you might wanna continue on that R1 inspired map of yours.
  24. Ayyy I see they be using dickfront glowstick blades for the new film (looking at the thumbnail)
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