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The Punisher

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Everything posted by The Punisher

  1. I don't play MP at all either, only SP and have no problems at all. Just start the OpenJK executable or add the parameter to load your mod. But this is derailing from the original post. If you have any questions about OpenJK, please post it in the OpenJK section.
  2. Why would you have to mod OpenJK? Just install it and run it. That should be it. If you are worried about any of your mods, move them to a temporary folder. Once you have OpenJK running start moving them back on by one and test it. Everything should be OK but if there are any issues, it will be easier to identify.
  3. Almost 2 years ago somebody recommended me OpenJK as a fix to some issues I had. Since then, I only play with OpenJK and recommend it to anyone, especially if you play SP.
  4. Yeah, I tried a few and this was the only one that worked for me. A little bit tricky at first but you can change it to English...
  5. Shouldn't be an issue. The path is followed by dots. Just overwrite the dots. In the screenshot below, I renamed the Clone Wars animations to "_humanoid_cwv6" so i could use it with specific models. As you can see in both, the number of characters and the file size remained unchanged....
  6. I use Linken's tutorial, but....for some reason, it only works for me using "Hex-Editor MX". Have to make sure that whatever you write, you write over the existing text (overwrite) and it doesn't insert any additional characters, otherwise it screws up the model.
  7. Yes, under Document,, My games there is one but only with the cfg files, the "screenshot" and the "save" folders. The OpenJK on the main "GameData" folder doesn't has anything but the default files (4 or 5 can't recall exactly). as for vanilla JKA, I don't even bother with it anymore.
  8. not sure if there is an easier way but so far, this is what I found: You will need to split each section of the ship and point it to it's individual texture file.
  9. Going back to your problem, you should be good with OpenJK. I can use most models without any issues (as long as the model has 10K verts or less, if it has more, even with OpenJK you will have the same error).
  10. My game is installed in c:\games\Star_Wars\Jedi_Academy with the latest OpenJK (I am constantly checking the bilds) . My pk3s are in c:\games\Star_Wars\Jedi_Academy\GameData\Base. The only time I had problems was with JA Enhanced. I had to copy only some files in c:\games\Star_Wars\Jedi_Academy\GAmeData\jaenhanced for them to work (mostly effect mods like lightning, lightsaber blade mods, CamSP, etc.).
  11. This is not necessary. I've been using OpenJK for over a year and my OpenJK Folder doesn't even has a "base" sub-folder, all my pk3s are in the default "GameData\Base".
  12. Yeah, there were eight in total...but so far I've only seen four different helmets. Some so similar you can barely notice the differences. Edit: Found this video which shows 4 pairs, each pair wearing the same helmet which would be 4 different helmets.
  13. As I posted in another tread ,
  14. There is a workaround, at least for the player model in SP...have 2 models, one without the standard animations and a second copy with the custom animations. Use the model with the standard animations in the characters selection menu and then call the version with custom animations via npc. That's how I use Starkiller with your backhand animations.
  15. I don't. Since I play each mission with a different model/skin I just use playermodel with the npc name at the start of each mission.
  16. You can see Yoda (player) scaled down via NPC in SP against another (spawned) NPC.
  17. Model scale can be set via NPC. I think the parameter is Scale nnn (where nnn is the percent pf the height, been 100 the normal size, 90 would be shorter and 110 would be taller). There are a few posts about this.
  18. Thanks man! Means a lot coming from you...
  19. https://m.youtube.com/watch?v=YeZ88Rn0Sks
  20. let's see...I was hoping for a change in "Mamma Boucher" attitude but seems nothing changed.
  21. Change (in the skin files) r_hand,*off l_hand,*off for r_hand,off l_hand,off
  22. ESB Luke v2 (Previous version looks too young)
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