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Everything posted by therfiles
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That's a pretty sick body of work! Nice job. And yeah, the Maulkiller looks excellent! I actually like the X-Wing and Z-95 skins...need a bit of work and maybe some glow shaders but they they look really futuristic and slick.
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Thank you so much. I wasn't aware this had been released! Thanks!
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Yeah the tutorial was just trying to help you get an idea of some scripting concepts. And yes the way point will need a targetname. Use "targetname" and call it "nav1" or something like that. Then make your script like this: Try that. Also, if you are trying to build this rather than copy paste it, be sure to use SET_TYPES and scroll down to SET_NAVGOAL. Does that makes sense? There are two types of sets: one that changes a variable that you define and one that defines a set parameter (that's what we are doing).
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Star Wars Episode VII Discussion
therfiles replied to Circa's topic in Star Wars Franchise Discussions
That is so epic. So many words so many feelings. I screamed out loud. It just feels like Star Wars. But it's also going it's own direction at the same time. So awesome. The music is incredible. -
Sorry if I assumed too much! Here is a great tutorial that may help smooth somethings out. Press 'N' while the NPC is selected. This will bring up this window (not exactly, just to give you an idea of the layout) It will look a lot different on your end, but down towards the bottom, there's the key and value parameters I was talking about. You should be able to add the spawnscript value there. It seems like EF may be set up differently than JKA, however. Try the above tutorial and see if that helps. You don't have to recreate it, just see how some of the ideas were executed.
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I was wondering...would the team be willing to release some of the effects files from the mod? The JKG development team created some truly stunning, beautiful work that I would to play with and maybe even adapt into future SP projects. Is there anyway they would be willing to release that? Thanks!
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Original Trilogy vs. Original Trilogy
therfiles replied to dark_apprentice's topic in Star Wars Franchise Discussions
Here's part two. I didn't quite realize just how many things were fixed. Most of the enhancements, especially the focus and re-coloring of the scenes is spot-on. -
I'm not quite sure what these bold lines are accomplishing. Is that an EF thing? Anyways, I believe you should be able to click on the NPC, and in the key enter "spawnflag" and in the value enter your script name. This should make them execute the script on spawn. Does EF support BS_STATES (like normal, cinematic, flee, etc?) I also don't think that the waypoint and the NPC have to be targeted together. And yes, you will need a wait command per waypoint. I'd guestimate the time it would take to complete the waypoint, but that's just me. In fact, I'd play around, maybe EF NPCs are better at finding navgoals that JKA ones.
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Original Trilogy vs. Original Trilogy
therfiles replied to dark_apprentice's topic in Star Wars Franchise Discussions
Here's a neat little comparison video I found! -
Hmm...in Radiant, set the flag of "spawnscript" to this script you just made (on the NPC). Then just put the navgoal part in that script. Also, make sure they are in cinematic mode (not sure if EF has that..?) And I've had trouble with nav goals in the past. I keep them fairly close to the NPC, and I'll make a chain of them, with staggered wait commands to ensure they hit them all. NPCs have been very buggy when it comes to movement, for me anyway.
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Usually we use navgoals in the map and then use SET_NAVGOAL to get the npc to walk from one point to another.
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Hmm, an interesting question. I think each staff member, when approving files, has their own way of weighing what is an "acceptable" amount of ported content. In my opinion, if this model came down the pipeline I would accept it. Here are the reasons: Only the head is portedThe head has been re-skinned.Those are significant changes that I could accept, personally. This is my personal way, and does not reflect the official opinion of JKHub. Also, I don't think the age of the game the content comes through would really affect our decision. It's all owned by a corporate entity so it's a legal mess either way. I've seen plenty of people port JKA models into other games, probably since they consider our game "abandoned". Crazy stuff. But no, I'd say keep ported content in moderation, and it needs some sort of modification to really make it acceptable.
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Original Trilogy vs. Original Trilogy
therfiles replied to dark_apprentice's topic in Star Wars Franchise Discussions
While I think you all bring up excellent points regarding CG (and @ that essay is awesome), there is still such a thing as bad CGI. I think I was watching an interview with Rick McCallum, the producer of the prequels, and he made a comment something like this "If you look at each frame, you'll notice just how dense it is. There's always so much going on." It's this mentality that makes some of the OT edits, in my opinion, quite poor. Shots like when the large alien literally blocks the screen in the Mos Eisely scene in ANH, and when they clearly added new Stormtroopers that look fake. The CGI is bad because the Stormtroopers who were actually there, the ones in those terribly hot costumes in the Tunisia desert, they look real because they are weathered and animated by real people. The CGI in comparison to such real, practical effects frankly doesn't even come close. A large portion of the edits are gags. They aren't telling the story, they are trying to forcefully expand this already incredibly rich universe. And they failed. Jabba is laughably fake. That scene wasn't even in the original theatrical version. Those scenes aren't needed. They could have reconstructed the original Jabba puppet and put him in there, and it might have looked better. But the whole scene ruins what the opening scene of Episode 6 does. Would you buy the fact that Jabba is a powerful yet immobile slug when you see him circling and slithering all around Han in ANH? And how would you feel when Han literally steps on Jabba's tail? It undoes a lot of excellent characterization. Now scenes that fix things are needed. Making the lasers look better, making more dynamic space battles, fixing acting and roto-scopting effects that all makes perfect sense. ANH had quite a few tough spots and they were fixed excellently. At the end of the day, as Freddie Wong says in the video essay shared above, the CG is really only noticeable if the storytelling is bad. Is the storytelling bad in the OT? Of course not. But the story that they decide to inject, a story of random aliens, and little mice that run across the screen, has no subsistence or significance. It's just cute. And while CG is great (and it's used in so many more ways than you'd think) it will only be as great as the story it's there to tell. -
Original Trilogy vs. Original Trilogy
therfiles replied to dark_apprentice's topic in Star Wars Franchise Discussions
Yeah some of the changes (like the horrible CGI added to make the locations more "immersive") really didn't work well for me. It's clear how a lot of that added CGI doesn't hold up with all the other practical effects. However, I did like the change of Palpatine in 5. I'm sorry, but Elaine Baker looked kinda ridiculous as the Emperor and nothing like what his real-action performance would be in Episode 6. The additions to the space battles did help as well, as Lucas could finally give it the scale he really wanted to. -
Nice work. Looking at the model, it appears that the hair is orange/red but has greyed quite significantly. Looking at the skin so far, it's got a bit of orange in it, but not enough to off balance the eyebrows, which seem quite bright in comparison. I'd suggest toning them down, or bringing up the orange in the beard/hair so it matches a bit more. Loving the progress!
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You could with scripts, I think. You'd have to generate a skin randomizer script for each unique NPC, however. Only for SP.
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Hi! Thanks for the high praise! Maybe I could make a guide for how to create your own templates that capture your preferred NPC properties in notepad...that could work! It's not too much work having to sift through them all each time, but I can see it being a bit of a pain. I wouldn't want to mess with code too too much because I'd like these mods to stay fairly stand-alone, so they can work with any code layout in the future. So I'm working around things that OpenJK fixed a long time ago...but I think that will provide a more optimal download experience for the future (wow that sounded really fancy...) Anyways, I'll look into it. I think that could be quite nifty. Quite. By the way, there is one fairly large bug that will put a minor damper on things: in Advanced mode, when you are spawning NPCs with custom properties, scripts are being run to make them properties work properly. When NPC freezing is on, that prevents the commands from being executed on the NPC which is a big sad face for making your npcs not fight each other too much. I'm going to look into working around that ugly, hideous cockroach-sized bug. Stay tuned, folks! EDIT: After a bit of testing, it appears that whole freezing thing won't be a bit of an issue. Due to a core feature of the mod, the utility will delete any corrupt NPCs when another NPC is spawned. This should fix the problem...to a certain extent. You can only spawn one custom NPC when freezing is enabled. Which isn't terrible...
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Star Wars Episode VII Discussion
therfiles replied to Circa's topic in Star Wars Franchise Discussions
Where did you find that image? -
I dabbled a bit in MakerMod...I guess I forgot just how much fun it all was!
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Lookin' pretty good! Nice job guys! My only thought would be that the clothing is really dark, and I'm having trouble seeing details on the model/clothes. Its all a bit too black.
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That template idea is amazing...not sure if I can get it to work. You see, the mod is based around CVARS, and I could do a writeconfig that would save them, but that has the possibility to capture a lot of other junk information that would damage the utility...I'll see what I can do. And this is an SP only mod. I think MP supports the spawning of NPCs, but doesn't have nearly as many functions that allow you to modify or control them. I'm guessing the AI code was only partially ported to the MP version but that's pure speculation!
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Hey friendos! Version 2 is finally upon us and I was wondering if anyone wanted to help me test it out. This version is incredibly complex with so many moving parts (thousands of lines of UI and scripting code) and I would love this launch to go smoothly. Please reply here or feel free to hit me up with a PM if you are interested!
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Hey man! Glad to have you here! Happy to hear we have another SP-lover! *air high five*
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