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MagSul

JKHub Staff
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  1. MagSul's post in Changing Jaden's voice was marked as the answer   
    Hi! So, the good news is that this is an easy one, I just tested it. 😄

    Open your .pk3, dig through models/players to your skin folder. Pop this file in there and then save the .pk3.
    https://www.dropbox.com/s/jl2cpb57c0j67gb/sounds.cfg?dl=0

    Basically, all skins should have a sounds.cfg file. This determines whether the character is male or female and what sound folder to pull the noises they make from. The file I've attached is the sounds.cfg for the female Jaden. I tested it just now with a male Jaden skin and all in-game dialogue was with the female voice actress. 🙂
  2. MagSul's post in Map Failing to Load was marked as the answer   
    I seem to have fixed it! My info_player_start is targeting a target_scriptrunner that does the opening cutscene etc. The same script also fires another target_scriptrunner that spawns a load of NPCs. All I did was add a 1 second wait time to the NPCs spawning in and magically it's happy to work. 😊
  3. MagSul's post in Need help with single player map was marked as the answer   
    @undeadslayer Thank you for sharing the file to allow me to look at the problem! 😀
    Good news! At first glance, it looks like a straight-forward fix. Your "target_secret" entity is targeting "trigger_once1" instead of the other way around. 😊
     

  4. MagSul's post in [Voicework] New NPC Dialog was marked as the answer   
    Request fulfilled.
     
    Thank you, those who submitted audio!
  5. MagSul's post in How do I make a model continuously rotate? was marked as the answer   
    https://jkhub.org/topic/8413-model2-key-with-func-useable/

    I found a solution to the model2 problem from this thread. ^
     
    I created an origin brush and assumed that would be enough. It wasn't, so I made a nodraw brush a part of the func_rotate and that allowed everything to work.
  6. MagSul's post in SP Level Transitions was marked as the answer   
    No, the info_player_start is actually a grid unit behind the fake player NPC shown in the cinematic. I spawned two different custom NPCs earlier though with interesting results:
     

     
    So I'm currently doing a cross-comparison to see if I can fix this by playing with the NPC files specifically.
     
    EDIT #1: I changed the weapon line in the NPC files of the students from "WP_NONE" to "WP_SABER" and gave them a random hilt and colour configuration and the player no longer does an animation when they spawn. I'm assuming that means that there's some kind of rule about having "CLASS_JEDI" without a lightsaber (unless the lightsaber is later removed in a script as in Base game cinematics.)
     
    EDIT #2: The NPC_spawner entities (i.e. my custom NPCs) are now spawned as a part of a script, set off when the player spawns and the end of that script triggers a second one which sets their behaviour. The second map now successfully loads after the first one (the cinematic) finishes. The player does no silly animations upon entering the level either.
     
    In theory, that's it! 
     
    I shall not mark this thread as resolved until I'm 100% certain I don't have any more issues relating to this, though. 
  7. MagSul's post in Grumpy NPC (Script Problem!) was marked as the answer   
  8. MagSul's post in Target_Activate Problem was marked as the answer   
    Since I can't delete my own thread! I solved this a moment ago after looking at the original Jedi Outcast temple for reference. Rather than tick "inactive", I've ticked "locked", which contrary to what GTKRadiant says, will allow you to use the door again. So a trigger_once points to a target_relay which in turn points to a locked door. Firing the trigger unlocks the door, no target_activate required. 
  9. MagSul's post in An Invisible Brush was marked as the answer   
    There was, yes. I rebuilt the brush in question yet again today and for some reason it's working for now. If this problem reappears, I'll come right back!
  10. MagSul's post in NPCs Push & Pull Issue was marked as the answer   
    That had occurred to me, but I'm not clever enough to implement that idea. Researching it is my back up!
     
    Interestingly, if I step in front of the NPC when they attempt a Force Pull, I get tossed around quite a bit!
     
    EDIT: I had a moment of inspiration and cheated. I've placed a small func_static in their path! They're now working as desired.
  11. MagSul's post in WARNING: ProjectSurfaceLightmap: Choose a 0 valued axis was marked as the answer   
    I tried your suggestion, Langerd. The problem persisted, so I downloaded 1.6 and set that up. I used the brush clean up tool; that fixed a few things but not my particular problem. I have since solved it however!
     
    My disc drive had stopped working, so I moved radiant and everything to my Steam directory instead. When I installed 1.6 as mentioned earlier, I'd set it up to my disc JA. From what, I realised my disc copy JA directory had something my Steam one did not. I copied my shaders folder from Base (disc) to Base (steam). Since then, I haven't had the issue.
     
    The problem was external, no wonder I couldn't find a problem in the map! 
  12. MagSul's post in Invisible not rendered room. o.o was marked as the answer   
    I was just typing out that's what I thought it was, re-reading it to myself when I noticed what you'd put onto the bottom. ^.^
     
    I do that all the time when I'm mass copy/pasting! >_
  13. MagSul's post in How do you delete a file already uploaded under your name? was marked as the answer   
    Ask us nicely and we'll remove it for you.
    Or, if you try and make an edit to the file, it'll require re-approval by a staff to become public again. If you remove the link to the file and change the description to a deletion request, we'll delete it.
  14. MagSul's post in This file is currently pending approval. was marked as the answer   
    If you make an edit of any kind, it gets flagged for approval again because for all anyone knows, you've changed the link to the file or put in some nasty, horrible messages in your readme, etc. I re-approved the file this morning.
     

    https://jkhub.org/files/file/1527-nerevar39s-cam-mod-for-jk2-v102/
  15. MagSul's post in How would I go about converting a weapon reskin into a stand alone weapon? was marked as the answer   
    Open the .skin in notepad and change the directories as desired. Make sure that these directories match those in your .sab file (and your .shader, if you have one). Once you've done that, make sure the name of the folder the .skin and .glm matches the directory you've just entered into your .sab and .skin file.
     
    E.g. models/weapons2/saber_example
     
    When you edit the .sab file, ensure that the very first line does not match the original file. In the example below, I'd have to change "dual_5" to something else, otherwise it'd just overwrite the original.
     
    single_9 { name @MENUS_SINGLE_HILT9 saberType SABER_SINGLE saberModel "models/weapons2/saber_9/saber_9.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor random } 
    Lastly, rename your .glm and .skin to "saber_w", and ensure that you've done the same in your .sab and .skin. E.g.
    On why this particular bits needs to be done, see this thread: http://jkhub.org/topic/1654-shader-on-a-reskinned-hilt/
     
    single_example { name @MENUS_SINGLE_HILT9 saberType SABER_SINGLE saberModel "models/weapons2/saber_example/saber_w.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor random }  
     
    And I think that's all of it.  :blink:
  16. MagSul's post in Making sabers nonselectable in SP was marked as the answer   
    saber.menu is the correct file that determines whether sabers appear in the SP menu selection.
     
    Tap Control+F whilst having it open in Notepad, type "single_2", and it should take you to here:
     
     
     
    In MENUS.str (Strings -> English), you also need
     
     REFERENCE YOURSABERNAMEHERE
    NOTES "saber hilt name"
    LANG_ENGLISH "THE NAME OF YOUR SABER"
     
    Hope that helps.
     
    EDIT:
     
    So if you wanted to add say, Luke's saber to the menu, you'd have to add
     
    @MENUS_SINGLE_LUKE "single_luke" to the list in the spoiler, and then copy the second example in the MENUs.str file.
     
    Hope that's cleared it up. If it's still not making sense, there's always this fella's tutorial on the matter: Click me.
  17. MagSul's post in Hey there once again was marked as the answer   
    A new password has been set along with a username reminder. Any further problems, respond here.
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