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bigphil2695

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Everything posted by bigphil2695

  1. Looks like how Vader would appear in a modern movie
  2. I distinctly remember there was a mod with a yellow lightwhip, but I cannot find it. I'm about to go retexture the Castlevania one that the lightwhip modder did just to reinvent it.
  3. Those eyes might be a bit hard, maybe the sabers too. But the rest looks easy enough
  4. After spending quite a while working on this, and listening to some VERY LOUD people watching cable of all things, I have solved the issue. See, the real problem here was I incorrectly installed Blender for Linux. I installed it from the online store that came with my distro, and not the command line. So in essence, this was more of a Linux noob problem rather than an issue with the actual Jedi Academy plugin. The Plugin still required some editing in it's .py files to work on my version of Blender, but it's all fine right now
  5. So I managed to get the damn plugin working again after having to edit some of the .py files to make it work with Blender 3.2. Once I got everything set up, and remembered how it's supposed to read in the file format, I started getting a weird error every time I wanted to import a model. Here's what it said Python: Traceback (most recent call last): File "/home/please/.var/app/org.blender.Blender/config/blender/3.2/scripts/addons/jediacademy/JAG2Operators.py", line 91, in execute success, message = scene.saveToBlender(scale, skin, self.guessTextures, self.skeletonFixes) File "/home/please/.var/app/org.blender.Blender/config/blender/3.2/scripts/addons/jediacademy/JAG2Scene.py", line 139, in saveToBlender success, message = self.glm.saveToBlender(self.basepath, self.gla, scene_root, skin_rel, guessTextures) File "/home/please/.var/app/org.blender.Blender/config/blender/3.2/scripts/addons/jediacademy/JAG2GLM.py", line 1050, in saveToBlender self.LODCollection.saveToBlender(data) File "/home/please/.var/app/org.blender.Blender/config/blender/3.2/scripts/addons/jediacademy/JAG2GLM.py", line 874, in saveToBlender LOD.saveToBlender(data, root) File "/home/please/.var/app/org.blender.Blender/config/blender/3.2/scripts/addons/jediacademy/JAG2GLM.py", line 805, in saveToBlender obj = surface.saveToBlender(data, self.level) File "/home/please/.var/app/org.blender.Blender/config/blender/3.2/scripts/addons/jediacademy/JAG2GLM.py", line 638, in saveToBlender bvert.normal = vert.normal AttributeError: bpy_struct: attribute "normal" from "MeshVertex" is read-only I genuinely cannot tell what this is trying to say to me. I think Blender is having trouble editing a file, but what that is has got me stumped. Maybe I'm just sleep deprived (I am), but this isn't making sense.
  6. Has something happened to the Pike? I had to redownload this file because of uhhh.... *tries to hide laptop shaped belly* reasons, and the pike saber is not there. I can fix this on my own, since the model is still present, but it's weird that it's not given an actual selectable saber.
  7. Nice, will go well with the Kotor models I have stuck in my google drive
  8. I'm over here learning lots of Blender stuff still, none really applicable to JA at this moment. 

    Spoiler


    However, I am always playing JA. When I'm playing JA, I'm modding JA. Currently I'm working on NPC balancing, and I've hit quite the conundrum.  See, I like to balance my NPCs based on who would beat who in a fight. For example, obviously Dooku beats AOTC Kenobi, and does so fairly easily. So I make Dooku > AOTC Kenobi by modifying NPC behavior, health, force points, saber styles, and powers. I've noticed that mainly you edit agression to make someone more likely to attack and use dark powers. Intelligence seems to give them more general awareness, will possibly throw in some powers to keep enemies away. Move and Reactions I can't really tell the difference. Maybe Move just makes them just generally move around more, while Reactions makes them dodge. Setting all of these to 5 doesn't really make an NPC any stronger either, since then the NPC will just run like a chicken with it's head cut off. Generally for light side users I set Aggression low, and intelligence high, and for dark side users the opposite is usually true. Though this changes from character to character. I also go by quotes given by George Lucas pretty religiously while making Jedi and Sith.

    See, George said that Luke would go onto being the most powerful Jedi ever, so I try to keep the default Luke NPC on top. Luke being the strongest, and my refusal to edit the behavior of this NPC has created an interesting challenge for balancing things. Jedi can have more health and force points than Luke, but can never be able to beat him. Usually all I have to do is adjust the Class to something like CLASS_JEDI or CLASS_SHADOWTROOPER and they usually can't beat Luke. Upon quite a bit of testing Tavion, and Desann at base cannot reliably kill Luke unless they are in a highly claustrophobic environment, but Kyle and Kyle_boss can. This lead me to creating an NPC which is a duplicate of Kyle_boss, with features of Kyle to create an NPC called Kyle_True. An NPC without Kyle_boss's special moves, but with his stats loses to Luke enough of the time to satisfy me, without being too upsetting. So, keeping in mind that Luke is supposed to be king of the Jedi with his stats I am encountering an issue. 

    So the issue is that I want Ben Kenobi to be weaker than Vader, but stronger than Maul. While at the same time making Maul stronger than Vader. Vader, Ben, and Maul all have to be weaker than Luke, but each has to be established in this complex rock paper scissors type balance. I know that Luke beats Vader because of ROTJ, Luke beat a holoprojection of Maul created by Maul's disembodied brain, and Luke would be more powerful than Kenobi due to what Lucas said.

     

    TL;DR I want Kenobi to beat Maul, Maul to be Vader, and Vader to beat Kenobi somewhat reliably without anyone being more powerful than Luke. That way it can be like the comics.

     

    Maul disarmed and nearly killed Vader here. Vader had to stab himself to hit Maul (source: Resurrection) 

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    Kenobi cut off Maul's arm, uncle Owen blew Maul's brains out (source: Old Wounds

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    Vader killed Obi Wan. However Obi Wan let himself be killed here so it's questionable (source: A New Hope)

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  9. I've tried the most recent one and no luck. I could probably sift through it for a while, but the Wine solution is just easier.
  10. I fixed it and would like to share my answer with the class. Basically just use Wine. If Wine isn't working then you need to fix it. I had to delete my original Wine folder manually and then reinstall. Make sure you are using the latest version of wine too
  11. My current distro is Pop!_OS. I only recently switched over so I'm unsure how most things work. I downloaded and installed the most recent build of OpenJk and have it being run through proton on Steam like I do with the base game. Base game works fine, I've been playing SP and MP both with zero issues. But when I try to run the game with OpenJk it causes my entire machine to remain softlocked and rarely even gets passed the activision title screen. Does anyone know what the problem could be?
  12. I lost everything lol I need a new copy of open JK or just something that will allow me to have basically infinite npcs. I used to have a copy of open JK that allowed that so I know it's real
  13. I bet she could be ported over from gmod. Maybe some genius could give her the wampa kill animation
  14. Grogu is done, I'm probably gonna enter him in the contest, since you could probably count him as "Underworld." After all most of his adventures thus far have been well outside the law, and involve smuggling, bounty hunting, and running from the cops.
  15. Does anyone else instinctively delete other modders NPC files? I have a specific way I want my game balanced since I play with realistic sabers on and use JKA as a Garry's mod sandbox game. I rarely play online and just fight NPCs all day. I have done this for over 12 years now I bring this up because I'm always a little afraid my NPCs are a little OP, especially since Luke in vanilla only has 200 hitpoints. I guess it doesn't really matter, since NPC files are ridiculously easy to make, and it seems to be a bit more memory efficient to just clump em all together than having separate files. Still though, I just did it to a new batch of VERY good models. I'm wondering if that's normal or not
  16. If anyone wants to try the model out hmu. Gonna make a helmet. Would like to know how people feel about it
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