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MagSul

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Posts posted by MagSul

  1. 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?  :)
  2. 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?  :)

  3. 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:

     

    BqtLsvG.jpg

     

     

    After:

     

    rx7CyYs.jpg

     

  4. Hey guys, for some reason, I can't get this to work. At Step #5, I'm pretty sure it's supposed to show a mini preview of your movie. When I exported it, I got a silent red screen, rather than a movie. Please help.

     

     

    roq_issue.png

     

     

    @@MagSul

    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.

  5. 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.

     

     

     

     

    v5YPt.jpg

    The New Order, Smoo and z3filus like this
  6. Altering Jedi Academy Multiplayer Duel Music

     

    Prior Knowledge Requirements: Creating/Modifying/Opening .Pk3s

    Tools: Pakscape, Your MP3.

     

    Following this tutorial will allow you to replace the music that plays when you challenge someone to a private duel on Jedi Academy Multiplayer.

    • Create a new .pk3. Ensure that it is named something that will come after the assets pk3s alphabetically.
    • Create a new folder within the .pk3 named "music"
    • In this "music" folder, create another named "mp"
    • Rename your desired mp3 track to "Duel.mp3" and place it inside the "mp" folder.
    • Save your .pk3 and place it in your Base folder in the JKA directory.
    If the mod you are playing on has its own duel music, place your .pk3 in the Gamedata/ folder instead of the Base folder. Ensure that the .pk3 is named in such a way that it will be read after the mod .pk3 that contains their music modification.

     

    Note: What types mp3 settings have to be met for music to play correctly?

    Your mp3 should be: 44100Hz, Stereo, and 128kbps

    (If anyone objects to this, feel free to interject. This has always worked for me.)

     

    n6k9x.jpg

    Rarufu likes this
  7. Altering Main Menu Music - Single Player & Multiplayer

     

    Prior Knowledge Requirements: Creating/Modifying/Opening .Pk3s

    Tools: PakScape, Notepad, Your MP3.

     

    Single Player: By default, the main menu whilst playing Single Player in Jedi Academy, has no music. If you want to add your own track to play in the background whilst you are on the main menu in a Single Player game, open up your assets1.pk3 from the Base folder. Once you have done this, open the "ui" folder called ui. From here, copy the file main.menu out of the .pk3 to somewhere you can make modifications (E.g. Your desktop).

     

    Now that you have the file, open the main.menu file in Notepad. To quickly scroll to the part we want, use the find command (Ctrl+F) and enter this into the search criteria:

     

    "setfocus newgamebutton"

     

    This should scroll you to the appropriate section of the file. It will read something like this:

     

    onOpen

    {

    setfocus newgamebutton

    }

     

    To alter it to play your music file, change this section to read the following:

     

    onOpen

    {

    setfocus newgamebutton

    exec "music music/yourmp3.mp3"

    }

     

    When you have made the change, save the file. Done? Create a new folder and rename it "ui". When this is done, place your main.menu file in this folder. Now, create yourself a new .pk3 and place the new "ui" folder within it. Place your .pk3 in the Base folder of the JKA directory and voila! Done, right? Nope! We haven't added your music in yet.

    In your new .pk3, create a new folder named "music". Place your mp3 in this new folder inside your .pk3. Ensure that the name of the .pk3 matches what you wrote in the main.menu file!

    Note: Be sure that the name of your .pk3 would come after the assets .pk3s alphabetically, otherwise this modification will not work! Why? Because JKA will read your modification, then the assets, rather than the other way around. For you to overwrite something with a modification, it needs to be read by JKA after the assets!

     

    If you want your music to overwrite the music played during the main menu of a single player conversion mod, place the music .pk3 in that mod folder, not the Base folder.

     

    Multiplayer:

    Changing the multiplayer music for Multiplayer Jedi Academy's Main Menu is very straight forward. In fact, it is nearly the same process as for Single Player. This time, navigate to your Base JKA folder and open up assets1.pk3. Open up the "ui" folder in the .pk3, then open up the "jamp" folder inside that.

    Once again, copy the main.menu file to somewhere outside the assets1.pk3 so that you can modify it. Open the file in Notepad and again use the Find command (Ctrl+F) and enter the following search criteria to quickly find the section we need to edit:

    "t2_dpred/ImpBaseB_Action"

     

    When you have done this, you should find the section of the file that looks like this:

    onOpen

    {

    exec "music music/t2_dpred/ImpBaseB_Action" ;

    }

    This is what tells JKA which track to play when it opens up Jedi Academy Multiplayer. Change the above to match something like this:

     

    onOpen

    {

    exec "music music/mymp3.mp3" ;

    }

     

    Wait, why can't you just overwrite the t2_dpred track? Well, you can. But doing so will interfere with that track when you play Single Player Jedi Academy. You could copy the file directory and name your .mp3 to overwrite the above file, but as I just said, this will mean that music is always overwritten.

     

    Anywho! When you have made the change, save the file. Create a new folder named "ui", open it, and create another new folder inside it named "jamp". Place your main.menu file in this folder. Create a new .pk3, and place the "ui" folder with the "jamp" and "main.menu" inside it into the new .pk3. Create a new folder inside the .pk3 named "music", place your mp3 file inside this folder and save your .pk3 again. Place this .pk3 in your Base folder and ensure that it is named something that will be read alphabetically after the assets files.

     

    Note: What types mp3 settings have to be met for music to play correctly?

    Your mp3 should be: 44100Hz, Stereo, and 129kbps

    (If anyone objects to this, feel free to interject, this is what has always worked for me.)

     

    If you want your music to overwrite the music played during the main menu of a multiplayer mod, place the music .pk3 in that mod folder, not the Base folder. E.g. Gamedata/japlus rather than Gamedata/Base. Hope this helps!

    Smoo likes this
  8. Prior Knowledge Requirements: Creating/Modifying/Opening .Pk3s

     

    This tutorial will explain how to replace both the image that presents when you load Jedi Academy Multiplayer, and the image that shows when you are loading a map that does not have its own levelshot.

     

    Loading (Splash) Screen

    • To get started, navigate to your Base folder.
    • When you're there, open up Assets1.pk3.
    • Inside the Assets1.pk3 is a folder named "menu", open this folder.
    • The image named "splash.jpg" is the default loading screen, recognise it?
    • Copy this image somewhere that you can edit it.
    • Make your desired changes to the image using an image manipulation program.
    • Save your changes
    • Create a new .pk3
    • Create a folder named "menu" within the .pk3
    • Place your modified "splash.jpg" image inside the "menu" folder of your new .pk3
    • Save the .pk3
    • Name your new .pk3 something that would come after Assets1 alphabetically. (E.g. LoadingScreen_Overwrite.pk3)
    • Place your new .pk3 in your Base folder and run the game!
    Unknown Map
    • To get started, navigate to your Base folder.
    • When you're there, open up Assets1.pk3.
    • Inside the Assets1.pk3 is a folder named "menu", open this folder.
    • Inside this folder is another named "art", open this folder.
    • Locate the image named "unknownmap_mp.jpg" and copy it somewhere outside of the pk3 where you can edit it.
    • Make your desired changes to the image using an image manipulation program.
    • Save your changes
    • Create a new .pk3
    • Create a folder named "menu" within the .pk3, then a folder named "art" within that.
    • Place your modified "unknownmap_mp.jpg" image inside the "art" folder of your new .pk3
    • Save the .pk3
    • Name your new .pk3 something that would come after Assets1 alphabetically. (E.g. MapLoadScreen_Overwrite.pk3)
    • Place your new .pk3 in your Base folder and run the game!

    4ZO7O.png

  9. Prior Knowledge Requirements: Creating/Modifying/Opening .Pk3s

     

    H'okay, this tutorial is basically going to go over the step by step process of how to change the chat bubble for Jedi Academy Multiplayer. What is the chat bubble? I'm referring to the (by default) black and yellow speech bubble that hovers above your head whilst you're typing or you have the console open.

     

    Anywho, this is how we begin! First, navigate through your JKA folder directory to the Base folder. Within the Base folder, you'll find "assets1.pk3" lurking about. Open this .pk3. When you have it open, look for a folder named "gfx". Inside the "gfx" folder is another named "mp", open this folder as well. Inside the "mp" will be a file named "chat_icon.tga", copy this somewhere that you'll be able to edit it - your desktop for instance. When you have done that, you can close down the .pk3 for now.

     

    This image is what tells JKA how the chat bubble should look. As it is in .tga format, you'll need something stronger than MS Paint if you want to tinker with it, programs such as GIMP or Photoshop will naturally suffice. Anywho, open the image and make the desired changes to the image. When you're done, save it again. (Keep it in the .tga format!)

     

    Now, create yourself a new .pk3. You'll want to name this .pk3 something that would come after "assets1" alpahbetically. "ChatIcon_Edit.pk3" or something would suffice. As a side note, when you're creating .pk3, always label them so that it is easy to tell what the .pk3 contains at a first glance. When you've made your new .pk3, create a folder within it named "gfx", and inside the "gfx" folder, create another named "mp". Place your modified "chat_icon.tga" image inside this "mp" folder and save your new .pk3.

     

    Place this .pk3 inside your base folder and voila! When you next play Jedi Academy Multiplayer, your new chat icon should be replacing the old, boring one.

     

     

    ORRqI.jpg

  10. Here's a step by step for you all who aren't in on this little trick. The following instructions will explain how to create a desktop icon that will connect you directly to a server of your choice. This process was drafted up on a Windows Vista operating system. Your process may vary slightly if you are using something else. However, the basics are still the same. So don't sweat it!

     

    auto-connect-shortcut.jpg

    • Navigate to your Gamedata folder in your JKA directory.
    • Locate your JAMP.exe file and right click it.
    • Select "Copy Shortcut"
    • Drag this shortcut on to your desktop, feel free to rename it. (Maybe to your server name!)
    • Right click the shortcut icon that you placed on the desktop and go to "Properties".
    • Along the top is a tab called "Shortcut".
    • Add a space, then type "+connect [iP Address]" into the "Target:" field. See screenshot below for example.
    • Click Apply, then Okay. Done.
    Siegfried likes this
  11. All of the music files for Jedi Academy are stored in the assets0.pk3 inside of your base folder. If you open it with Pakscape, you should be able to work out the file structure pretty quickly. Just extract the music from the .pk3 to listen to it and know what you're replacing first. Then, choose your tracks and change their file name to match a track from the original game and place it back inside of a new .pk3 with a matching folder structure.

     

    For example:

     

    Let's say I wanted to replace the music that plays in the Yavin temple with "Yoda and the Younglings" from Attack of the Clones.

     

    I'd make a new .pk3, create a folder inside named music and then create a folder inside of that called yavin2_old. After that, I'd make a copy of my Yoda and the Younglings.mp3 and rename it to yavtemp_explore.mp3 and place it inside of the folders I've just created in my new .pk3. I save the .pk3 and place it in the base folder and that's it, done!

     

    I know what to name the folders and the .mp3 because in assets0.pk3, there's music/yavin2_old/yavtemp_explore.mp3 and that's the track that plays on the Jedi Academy levels.

    General Howard likes this
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