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therfiles

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Everything posted by therfiles

  1. [mod=Topic Moved to "Modding Assistance"][/mod]
  2. Here's a good place to start.
  3. Yeah...it seems like there aren't as many similarities between EF and JKA scripting than I thought, even though they both use ICARUS. If you could find any sort of EF mod that accomplishes any of these motions, I could open up the the files and see what I can decipher, but it seems like there's not much we can do here.
  4. @@Kualan, you never cease to impress me. This is probably one of my favorites. It's smaller setting (one planet) really allowed this to be a character-driven issue and you had some excellent character development in there. I love the characters and there were some really good lines! Such a compelling way to start of a new story. Really well done as always!
  5. The only this that kinda annoys me is the intense toy marketing going on before the film. I understand that's a staple of Star Wars, but it's giving TONS of crap away (such as ship designs, plot points, character models, etc) and it's just taking more and more of the magic away. Considering boycotting any future promotional material until Dec 18...
  6. What's the best game recorder for Steam Mac JKA? :P

    1. Show previous comments  2 more
    2. Syko
    3. therfiles

      therfiles

      Thanks Circa! Didn't know Quicktime can do that...Tested it today! A bit of lag, but that just might be my computer

    4. Circa

      Circa

      Probably your computer, I've never had lag issues using it. I've recorded while playing JKA and other apps open at the same time.

  7. Ok, here's a few things: I made a quick script. For JKA, this is the only script you'd need: However, in JKA, there is also a behavior stated named "cinematic". That makes the script override any behavior functions (follow player, look for enemies, etc). I'm not sure if that exists in EF, and it doesn't look like it. Also, is the waypoint's targetname "nav1"? On the npc, don't use "usescript" (unless that's intentional?) I thought we wanted spawnscript? For the path of the script, I believe it should default to the scripts folder, so just type the name of the script (for ex "walking") and then you are done. I don't think the NPC and the waypoint need to be targeted together. Is there any EF mods that have this type of scripting behavior? Maybe we can take it apart and examine it. Would you mind finding something? It just seems like I'm missing something here...
  8. Awesome video! I'm really enjoying this type of content. Are you a video editor? It was very well done.
  9. The JKB team was supposed to be helping you guys with SOTS...it just never happened! I think you could find some people here willing to help. Is Arth still around?
  10. Would love to see how this turned out! Sounds awesome.
  11. 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.
  12. Thank you so much. I wasn't aware this had been released! Thanks!
  13. 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).
  14. 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.
  15. 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.
  16. 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!
  17. 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.
  18. 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.
  19. Here's a neat little comparison video I found!
  20. 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.
  21. Usually we use navgoals in the map and then use SET_NAVGOAL to get the npc to walk from one point to another.
  22. 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.
  23. 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.
  24. 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.
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