Jump to content

LucyTheAlien

Members
  • Posts

    193
  • Joined

  • Last visited

Posts posted by LucyTheAlien

  1. I like the idea, but you'd honestly need to rework the entire story for that last line to make sense.

     

    I'd advise laying out a sort of road map for this mod, the main plot points of KOTOR. 

    Then see how you can achieve each plot point with a non-speaking main character (Silence Jaden lol)

     

    Maybe think about using some KOTOR maps the community has made, Taris with a few edits would be a no- brainer.

     

    If I was a mapper I'd help you make whole new levels personally- imagine how exciting exploring Taris' multiple levels would be if it actually had multiple levels ala- Nar Shaddaa in Jedi Outcast. Or if the interior of the Star Forge was completely vertical? 

     

    Go nuts if you can IMO

  2. Quit JA Enhanced over a simple force power? lol, It can be removed from the modified Icarus scripts in JA Enhanced that add the power later on in the JKA story.

     

    Nah it's fine dude- I'm liking OpenJK more now anyway- apart from the RGB Sabers, holster and Renderer which I do miss- JKEnhanced for all the good it does seems to have a lot of junk baggage unfortunately. 

  3. I've already ported rend2 to SP for DF2 Mod. Still experimental, but seems to work as expected. Once MP rend2 is finished, I'll update DF2 mod's SP rend2 and then give the code to the main OpenJK project so it too can have an SP version.

     

    Thank you so much! (:

  4. I have a solution but it's very dodgy. I can convert any module in KOTOR to a .md3 and place it in a .map but it'll require manually adding collision brushes and lighting, the latter of which isn't too hard.

     

    the other solution which is a hell of a lot more time consuming is to use those exported modules as a reference as well as their textures to re-create the level.

     

    I would prefer this dodgy solution to playing the Jedi Academy maps honesty, the other thing would be; even though there's dozens of retexture mods for KOTOR, please don't use one- I say this because I believe you should use the original look of the game as primary inspiration. But if you're a good enough artist I'm sure you could pull a Halo 2: Anniversary and make things look updated and slightly different whilst maintaining the feel and atmosphere of KOTOR.

     

    I wouldn't ask you to do KOTOR II as frankly an action- gamey style adaptation wouldn't do it justice- where as the plot of K1 is fairly straightforward good v.s evil, and there's really only ever two ways to approach a Quest in most cases. 

  5. Just open the pk3 file with packscape.

    Navegate to the models folder

    Look for the ".skin" files

    Drag and drop them to somewhere in your computer

    Open the files with notepad

    Do a search/replace and replace

    r_hand,*off

    With

    r_hand,off

    Do the same for l_hand

    Save the files

    Drag and drop the files back to their original folders in packscape

    Save the file

     

    If you use notepad, you will have to do that for every .skin file (at least the "torso" skin files and the "model" skin files (model_default, etc).

     

    If you use notepad++, you can do a replace in files and it does it replaces in all files for you.

     

    Okay done that and it fixed the saber problem but there's a new problem as it can't find a shader for the torso. 

    Hmmmm...

     

    Any ideas?

  6. That will turn off a hand that is used. It should be, rename

     

    r_hand,*off

     

    with

     

    r_hand,off

     

    Do it also for the l_hand (specially needed if you plan on using dual sabers).

     

    See https://jkhub.org/tutorials/article/137-fix-hapslashs-anakin-model-no-lightsaber-blade/

     

    Thanks to @ for pointing me to the solution and @@Circa for the workaround.

     

    I haven't found the official cause but my guess is (I might be wrong, is just me trying to make sense of it), there are multiple hand objects but only one hand tag, when you turn off the hand that is associated with the Tag using "*off", all the "child objects" (including the Tag) is turned off but maybe using "off" (without " * "), it doesn't turns of the "child objects"? That's just a wild guess.

     

    BTW, the model works fine in OpenJK without issues.

     

    It has the problem in JKE (which crashes more than a blind man in a Nascar race). I just tried the fix and it worked.

     

    Do you have a moment to do this for the Aayla model? Because I seem to have messed it up even more twice trying to correct this problem. 

  7. OpenJK has stability. I only had like 2 crashes and they were caused by mistakes in models I've compiled/modified which in turn got me to fix the models which is a good thing.

     

    I also play on Windows, and OpenJK also fixes the ghoul errors (JKE is based on OpenJK, but hasn't been updated in a long time). The only other thing I liked about JKE was the RGB sabers and it doesn't works with Custom Blades like TFA or TFU blades (at least I haven't found a way to make it work). The rest, I don't care. Is not worth with all the crashes.

     

    Hmmm.. seeing as you've done it would you be willing to give me installation instructions in a PM? 

  8. OpenJK is not just for MP. It works for both. I only play SP and only use OpenJK. I tried JKE just for the force Repulse but it crashes more than I can play...and the Force Repulse is just a big enhanced push, not like in TFU, so I went back to OpenJK.

     

    Mmmmm... I play on Windows and the things I like about JKEnhanced is the "Rendasaurus", lightsaber on hip, no ghoul error, RGB sabers and the force powers; Stasis and Insanity (The rest are eh to crap IMO.)

     

    So what does OpenJK have in comparison? 

  9. That will turn off a hand that is used. It should be, rename

     

    r_hand,*off

     

    with

     

    r_hand,off

     

    Do it also for the l_hand (specially needed if you plan on using dual sabers).

     

    See https://jkhub.org/tutorials/article/137-fix-hapslashs-anakin-model-no-lightsaber-blade/

     

    Thanks to @ for pointing me to the solution and @@Circa for the workaround.

     

    I haven't found the official cause but my guess is (I might be wrong, is just me trying to make sense of it), there are multiple hand objects but only one hand tag, when you turn off the hand that is associated with the Tag using "*off", all the "child objects" (including the Tag) is turned off but maybe using "off" (without " * "), it doesn't turns of the "child objects"? That's just a wild guess.

     

    BTW, the model works fine in OpenJK without issues.

     

    It has the problem in JKE (which crashes more than a blind man in a Nascar race). I just tried the fix and it worked.

    Would you still really recommend OpenJK more- even for someone who has no interest in MP?

  10. Well, I mean- thanks but I don't consider that a solution- I don't even want to think about the fact force repulse is part of this mod, not deactivate it every time I start the game.

     

    Is there any way I could maybe remove a certain part from the jaenhanced.pk3 and that way remove force repulse?

×
×
  • Create New...