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Posts posted by LucyTheAlien
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Nevermind, it was just a ingamemenu mod issue- thanks so much for all your help!
Keep getting error "can't find image for shader_off" or something along those lines.
Help would be appreciated. @The Punisher
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Fixed it, seemed to be a problem of skin duplicates- so I swapped the file names and the associated screenies and everything worked fine.
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Okay but now there's this bizarre texture bug-
but is that just from warping to the level?
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Honestly? I prefer Jan's goggles just the way they were- this doesn't say "Star Wars" to me at all.
Teancum likes this -
is sufficient to go on the folder of the playermodel used by player on hoth mission, copy-paste torso_a1 and lower_a1 and rename torso_g1 and lower_e1
So just create two new files in the playermodel folder called torso_g1 and lower_e1? I'll try it out.
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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.
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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! (:
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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.
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No idea. I didn't noticed any issues with the shaders when I tried it and I can't check it on my phone).
Nevermind, it was just a ingamemenu mod issue- thanks so much for all your help!
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Could someone help me assign a skin for the Hoth level to fix this?
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I can't help but I really hope others can.
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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?
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Is this/ will this ever be developed for SP?
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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.
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Have you tried using OpenJK?
Just tried, the problem still exists in OpenJK.
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You don't have to use force repulse if you don't want. Plus OpenJK doesn't has Force Repulse or any additional force powers.
I don't want Force Repulse to exist lol.
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@@LucyTheAlien JKE is based on OpenJK - you are running OpenJK allready
Yeah but Force Repulse is garbage and so is constantly coming across issues like this.
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Oh well, guess I won't be using this anymore- time to try out OpenJK.
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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?
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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?
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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?
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I've got mine set to 1920 x 1080 but it seems my taskbar for Windows 10 cuts off the bottom of the screen. Do you guys get that as well ?
No, it's probably the properties settings you have your taskbar on; set it back to default.
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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?
Kotor Conversion Mod
in WIPs, Teasers & Releases
Posted
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