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MagSul

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Everything posted by MagSul

  1. You're right, the player shouldn't be doing it on it's own. I removed everything surrounding the NPC temporarily and tried triggering it again. The player runs a random animation when he spawns. Why is a mystery. Considering he's only there for ambience, I think this particular guy is just going to burn in hell and get deleted.
  2. The good news is that they're all spawning and doing what they should be doing. The bad news is, well... Here's what's happening now: Here's how I feel about it: https://youtu.be/rIzrkKAX9e0?t=55s EDIT #1: It appears to be caused by NPC_spawners. Regular entities like npc_kyle, npc_luke do not seem to cause the player animation spasm. Removing the NPC_spawners from the script spawn list resolved the issue. They spawn as a part of the map now and all is well. So: the NPC_spawners can't be done with a script without screwing the player. The level won't load following on from the cutscene level if the NPC_spawners are loaded as a part of the map. Tl;dnr: Stressful afternoon.
  3. @the_raven The textures are just images. The model.glm (as far as I know) contains the data of how those textures are laid out on the model, the shape of the model itself and the information on the skeleton used for animation (all the stuff you'd find from looking at the model.glm in ModView, basically). Replacing the .glm basically means he's not using the model he'd like to. Even if DT's Kyle textures perfectly aligned with the JO Kyle's, the shape of the model is different, so it'd be all for naught. DT Kyle's skeleton is designed for JAs animation, not JOs. This requires a tinker with the skeleton itself in Blender, which is what WhitePhoenix was suggesting earlier on.
  4. Good suggestion! I double-checked my script for yavin_temple_cin1 and it doesn't disable the camera before triggering the next level. I added a brief wait in there to see if it would help but nothing has changed. I attempted the command you mentioned in the console, but sadly this didn't resolve the problem either. EDIT: A fun fact is that changing the level to something other than yavin_temple does not replicate the issue. I changed the mapname key in the level_change to another test SP map and it loads without issue. EDIT 2: If I try to devmap from the point of the error, I get MAX_PACKET_USERCMDS. Devmapping from the main menu after tapping ESC works perfectly. EDIT 3: Just as a random thing - I quickly highlighted all the NPCs from the entity menu, deleted them and tried it. The map loads fine following on from the cutscene map no issues. I'm going to try making more of the NPCs spawn via a script following player spawn, rather than loaded from the map itself straight away and see if that allows all of this to work. EDIT 4: That worked! The map loads, the NPCs spawn from one script then set about their tasks via one triggered after. However: Now the player does a stupid animation saber animation (without holding one) upon spawning in and I've no idea why.
  5. Hi! I'm having a problem when moving from my first map to my second map in my single player mod. The first one is a condensed version of the second purely to run a cinematic. When the script/cinematic is complete, the next level begins to load successfully. What happens next is best described with this video, the loading doesn't finish, I get this: I can tap ESC to return to the main menu and then use /map or /devmap yavin_temple to load the map without issue. Does anyone have any suggestions as to why this is happening? I didn't run into this issue last time.
  6. Hello! I'm nearing completion of a level for my single player campaign but would like to add a little more for the player to do before moving on. In order to achieve this, I need someone who isn't shy to record their own voice for a few pieces of dialog. One additional character has already been created and supplied with a brand new voice and the results are excellent! I'm now feeling optimistic about inviting others along as well. If you have a superb-quality microphone and lots of confidence, please record a few takes of yourself speaking the following sentences: "You're really making yourself known down there!" "If you're interested in trying something that's a bit more challenging, come and find me in the courtyard when you've got some time." Slight variations on the text are okay, but as close to what is written would be more ideal. Both female and male submissions are welcome! The successful applicant will be asked to supply a small handful of additional lines which will be packaged with the first release of my mod.* The character is a reasonably experienced Jedi Knight, so keep this in mind when reciting the dialog. If I decide to alter the species of the character during the creative process, your recording may be modified slightly to accommodate appropriately (such as an increase in pitch and a slight reverb if the character were to be made into a rodian.) As sharing recordings of your voice on a public forum can be quite daunting, I would ask that any submissions be sent to my private messaging inbox here on JKHub. Finally, please do not feel offended if I do not choose to go ahead with your voice, even if you turn out to be the only submission.** I will still really appreciate you giving it a shot. Thank you, *Credits will be given to your desired alias in the manual included with the file download, in the game itself and of course on the downloads page on this site. **I will announce when the applications are closed by responding to this thread and marking this request as fulfilled.
  7. MagSul

    Hello!!!

    Hello Djinn and welcome to the community!
  8. That's one of the first things that came into my head too. Well, that and JediCouncilGCX. I think everyone's going to have a different opinion on this! I was always a particular fan of The_Academy_V2.
  9. I'm afraid that I'm not familiar with that one, then! I have no point of reference. I guess a better way to put it would be, is it duel sized or FFA sized?
  10. Dagobah's a big undertaking! I'll be keeping an eye on this, @@RAILBACK! How big are you planning to make the playable area?
  11. That's fantastic-looking work! Nice touch to have the customization in there. Keeps things unique!
  12. I can't even begin to imagine how difficult that must be to control effectively. A side by side of the controller with the game-play would be great! That must be really immersive.
  13. Moving the outrocam2 commands into NPC_Jaden bracket allowed everything to function. When it played all the way through I also noticed a few dialog errors which've now been fixed. x_x The current problem is trying to work out how they manage to perfectly time animations. Example scenario: Jaden stands still in BOTH_STAND10. I then place //(BHVD) set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND10_TALK1" ); in with the same task, it winds up with the animation finishing before the dialog is over and Jaden reverts to standing upright for a split second before the script tells him to go back to STAND_10. If anyone has any tips on getting animations to flow smoothly, that'd be great. Would allow more variety in stances! Anyway, I then tried it a different way on Kyle: //(BHVD) task ( "kylespeak" ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND1_TALK3" ); } task ( "kyleline1" ) { print ( "It's not exactly a vacation spot." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/kyle/33kyk003.mp3" ); } do ( "kylespeak" ); dowait ( "kyleline1" ); This doesn't quite cut it either. So looking at T1_Inter as a working example: //(BHVD) task ( "talk1" ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND10_TALK1" ); } task ( "talk2" ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND10_TALK2" ); } task ( "training" ) { sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/03rop001.mp3" ); } do ( "training" ); wait ( 1800.000 ); dowait ( "talk1" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND10" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); I notice that they have a wait key timed to 1800.000. How are they measuring these things and how can I do it? >_
  14. Jose Carlos released a model for that back in February. Assuming that he were okay with it, you could replicate the Dark Saber into various different colour schemes like this: That's just a rough example. If you took the time, you could get a better result with the colouring.
  15. What sort of models did you have in mind? I.e. Map objects, useable weapons, vehicles? I was just wondering what sorts of requests you're anticipating. Maybe that will spark the interest of some of the other users with modeling experience.
  16. I gave both suggestions a go, but the result is still the same. Both changes are still implemented: outro_fakeplayer is now inside npc_jaden and npc_outro_kyle is inside of outro_fakeplayer as suggested by @@Noodle and the names have been shortened to take out some of the spaces as mentioned by @@Langerd. The game console is not being very helpful with noting anything either. It's still just Jaden's first line of dialog and then nothing.
  17. Problem: I put together a short cutscene for the end of a level. This is purely dialog at this point aside from the opening camera movement, no look_targets or animations or anything. I thought I'd sorted out the sequence, but apparently not. After Jaden's first line of dialog everything stops. I've checked the npc_targetnames and all 3 are correct; they're also checked as "cinematic" in GTKRadiant. After a minor scare, all dialog files are accounted for and filepathed correctly. I'm really unsure what's preventing this from working. Hopefully, this will all make sense to me when I wake up fresh-faced! But in case it doesn't, I would really appreciate some support. Thanks.
  18. It does look like a good map to begin learning on! That's not intended to be sarky.
  19. I multipled it to 3072px just to see what happens. I got this:
  20. So much progress today! ^.^

    1. the_raven

      the_raven

      Tell us more! ^.^

    2. TheWhitePhoenix

      TheWhitePhoenix

      What's the sitrep? :D

       

  21. There used to be a fulfilled tag you could attach to posts in the requests forum. My first request still has it: https://jkhub.org/topic/737-vehicle-model-request-dark-forces-the-moldy-crow/ I notice that if I try and edit the post now, I don't see that option. JKHub 2.0, maybe?
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