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MagSul

JKHub Staff
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Everything posted by MagSul

  1. 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.
  2. It does look like a good map to begin learning on! That's not intended to be sarky.
  3. Good point! My bad.
  4. I multipled it to 3072px just to see what happens. I got this:
  5. 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?
  6. I've an NPC who delivers dialog when interacted with. She speaks without issue and then we fade to black. During that time the original NPC is removed and a new one is placed on the dueling mat opposite the player. When the player hits 1HP, the NPC does a quick emote, says a line of dialog and then we fade to black again. While the screen is faded out, the original NPC is respawned and the one that was on the dueling mat is removed. My problem is that when the original NPC is respawned, she won't deliver the next line of dialog by herself. I've tried this two ways: First is to simply put this at the end of the script upon fading back in: //(BHVD) affect ( "npc_ella", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "player" ); task ( "jedi_zfintro1 line 2" ) { print ( "Let me know if you're ever free for any more." ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/ella/01ella007.mp3" ); } dowait ( "jedi_zfintro1 line 2" ); } The alternate way was to make a separate script to be fired instead. Neither seems to work. Does anyone have any suggestions that may be able to help me resolve this?
  7. //(BHVD) set ( /*@SET_TYPES*/ "SET_PLAYER_TEAM", /*@TEAM_NAMES*/ "TEAM_PLAYER" ); Cheers! That's all sorted.
  8. Okay so, take model_default.skin as an example... Break it up into head_a1, torso_a1 and lower_a1 in line with the tutorials you mentioned you've already read. Make an icon for each .skin with an identical name. Then for model_hood.skin split it up into head_b1, torso_b2 and lower_b1. Rinse and repeat for the rest of the outfits! As Circa said, what's particularly more advanced that you need help with?
  9. I found this in the BehavED manual: SET_VAMPIRE "true/false" Draws only in mirrors/portals Try enabling that with a script, maybe?
  10. Following dialogue with the NPC in the picture below, the screen fades out and the player is placed on the sparring mat against a new NPC with the same likeness while the old one is removed. When the player's defeated, both parties are frozen and the screen fades out. The player re-appears with the original NPC and the aggressive one is removed. Question: After the spar has taken place, every NPC in the map creates a red cross-hair when targeted by the player and the player's head will always focus on nearby NPCs whereas before the duel, that doesn't happen. Would anyone happen to know how to fix this so that the player model doesn't turn her head to look at every nearby NPC and look at them like an enemy? Before: After:
  11. I was tempted to give it a go whilst I was watching this episode too. I'm eager to see your progress when it comes!
  12. MagSul

    QT-KT

  13. MagSul

    Alderaan

    629 downloads

    Installation Instructions: Included along with this file should be a "Alderaan.pk3" file. Place the pk3 in the Base folder of your Jedi Academy directory. About the mod: This is a map that I built for Ramikad as a part of the 2016 JKHub Secret Santa event! Among the list of gift suggestions was a map of Alderaan, which I thought would be a bit too elaborate to make in the time-frame that I had, so I played a little bit of a joke with it instead: The map is very minimal, taking place on Alderaan's remains following the events of A New Hope. Enjoy! ^.^ If anyone encounters any genuine, serious bugs, let me know and I'll update it!
  14. There were a lot of great submissions. Congratulations, Artemis!
  15. assets0.pk3/sound/chars/protocol/misc EDIT: Damnit, @@Jeff! Ninja'd
  16. Early or not, that does look superb, @@sebcrea! I really like the detail you've put into Boc's face. He looks just as menacing as I remember!
  17. I really like the cave work, well done!
  18. Would you consider merging all of these Yavin maps into one level? Thinking about your players, they would have to change maps a lot to really get the most out of what you're making. You have a good start on brushes!
  19. When I get back, I can look into that for you. However this particular method skips on sound. It's more useful for a replacement main menu video mod. There is a way to get roq videos with sound but it's not a process that I'm familiar with at the moment.
  20. That's what the "other" option is for! I wouldn't be very good at making maps based on the films. I am terrible at making custom textures and shaders! I'm interested in the Force Sensitivity results. May make an alteration to my plans off of that.
  21. MagSul

    New Year Dojo

    Very fancy!
  22. I really enjoyed both episodes and I'm curious to see how they're going to wrap up the whole thing. ^.^
  23. I think that the poll in this instance is relatively self-explanatory. I'm genuinely curious as to what the majority choice would be. If you were to sit down and want to play through a single player series of missions, what would your preferences be?
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