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MagSul

JKHub Staff
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Everything posted by MagSul

  1. 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?
  2. 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?
  3. //(BHVD) set ( /*@SET_TYPES*/ "SET_PLAYER_TEAM", /*@TEAM_NAMES*/ "TEAM_PLAYER" ); Cheers! That's all sorted.
  4. 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?
  5. I found this in the BehavED manual: SET_VAMPIRE "true/false" Draws only in mirrors/portals Try enabling that with a script, maybe?
  6. 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:
  7. 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!
  8. MagSul

    QT-KT

  9. MagSul

    Alderaan

    615 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!
  10. There were a lot of great submissions. Congratulations, Artemis!
  11. assets0.pk3/sound/chars/protocol/misc EDIT: Damnit, @@Jeff! Ninja'd
  12. 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!
  13. I really like the cave work, well done!
  14. 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!
  15. 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.
  16. 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.
  17. MagSul

    New Year Dojo

    Very fancy!
  18. Splicing dialogue!

    1. Circa

      Circa

      hot & splicy!

  19. I really enjoyed both episodes and I'm curious to see how they're going to wrap up the whole thing. ^.^
  20. We appreciate your hard work Caelum, AshuraDX & Circa. ^.^

  21. 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?
  22. Prior Knowledge Requirements: Creating/Modifying/Opening .Pk3s You know that video that sits in the center of the main menu when you play on Jedi Academy Multiplayer? You know those cinematics of Jaden flying his Headhunter fighter to Korriban in Jedi Academy Single Player? Those are ROQ files! This tutorial will go over a very short and very easy step by step on how to make these videos and add them to your game. If you're making an ROQ with the intent of having it play as a part of your main menu in multiplayer mode, I will also be including a guide on how to prevent overwriting the original video whilst still playing your new one, as well as explaining how to remove the pesky grid that covers the default video on the main menu. Firstly, you might want to download Quake Video Maker. (Yes, really, it's essential!) This can be found here Second, get the video you want to convert to an ROQ. This video must be of the .AVI file type. If it isn't, you're not going to get any further! If your video isn't a .AVI already, open up your video editing program and recompile the video in this format, or Google yourself an AVI convertor. Right! You have your video ready to convert to ROQ, now start up Quake Video Maker. From the top-left of the program, select: File > New. On the left, you should now be able to spot "Scene 1", on the right, you should see a lovely selection of fields. Don't touch anything yet! On the right-hand side, look for "Sequence Format" and click the "..." button. When you have done this, navigate to your .AVI file and select it. When the above step is done, click the "Scan Frames" button on the right-hand side of the program. By using the navigation buttons by the preview box, ensure that you're at the first frame of your video. Click "Mark Start", then go to the very last frame and click "Mark End". When you have done this, click "Apply"! If you take a peak to "Scene 1" on the left, it should now have a numerical value in beneath the frames heading. Next, shift your cursor to the top of the program and click Movie > Settings. Change the size of your video to 512 by 384. If you attempt any other dimensions, your video will not show up in game, sorry folks! When you've made the adjustment, click "Ok". Now! You should be ready to compile your ROQ video. Shift your cursor to Movie > Generate. When you do this, you'll be prompted to select a quality level. You should be able to guess the pros and cons of this. More quality means better picture but a larger file size and a waaaaay bigger compile time. Reducing the quality means less space and a quicker compile. If you want a decent quality video, move it towards the higher end and generate that video. Create a new pk3 file, then inside, create a folder named "video". Place your ROQ file in this folder and save your pk3. Getting it in-game So currently, if you play JKA Multiplayer, on the main menu you will see a video in the center of the screen. This video by default is a brief clip of the SP cutscene showing the Yavin Runner 2 flying past the camera to Yavin IV. If you open up your PK3, rename your ROQ file to ja01.roq, then it will overwrite the mentioned single player video, but will also function as the video shown in the main menu in multiplayer mode. How do we stop this? Well, if you want a new multiplayer video without overwriting the original single player video, you'll need to open up assets1.pk3 from your Base folder. In the "Shaders" folder, you'll find ui.shader. Copy this file on to your desktop for a moment and open it up in Notepad. If you're using Notepad, tap Ctrl+F and enter the following: "gfx/menus/videologo" Doing so will instantly scroll you to where this text is written. It should look like this: gfx/menus/videologo { { videoMap video/ja01 } } Change ja01 to whatever you have named your ROQ file. When you have done this, create a new folder in your video pk3 named "shaders". Place your new ui.shader in this folder and save your pk3. Note: Do not place your ui.shader back in the assets pk3, this would muck things up if you ever wanted to uninstall your mod! Note: If you have named your pk3 something that is spelt in such a way that it would come before an Assets file in your Base folder, place a "z" at the beginning of the pk3 name. This will push it to the back of the line in your Base folder and ensure it is read after the Assets file. Removing the Grid In Base JKA, the main menu video has a grid covering a small portion of the video that plays. If you browse through your Base folder and pop inside your assets1.pk3, you will find a folder named "gfx". Inside this folder, click the one named "menus". Two images affect the grid's appearance in the game. These are "main_background.tga" and "main_centerwindow.tga". All you have to do, is copy the images to your desktop or somewhere that you can edit them. Modify the images yourself to remove the grid. For that, you'll need an image manipulation program that recognises .tga images and can handle transparency. GIMP or Photoshop should do the trick! Now, create yourself a .pk3 and place a folder named "gfx" inside it. Create a folder named "menus" and place it inside the gfx folder of your new pk3. The modified main_background.tga and main_centerwindow.tga go inside that menus folder. Then! We move that new (saved) pk3 into the Base folder OR the mod folder (e.g. Gamedata/japlus rather than Gamedata/Base) Right, got all that? Good, now forget everything that you just read, download this little zip file that contains a .pk3 with the .tga files already edited by, me. All you'll have to do is follow the steps at the beginning of this tutorial to create your video, compile it and place it in a pk3. Copy the contents of the .pk3 that can be downloaded in the sentance above and merge it into the same .pk3 or, slap it in the Base folder on it's own to remove the grid over the default video. There you have it! Someone fetch me a Jammy Dodger.
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