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therfiles

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Posts posted by therfiles

  1. 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)

     

    img3.jpg

     

    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.

  2.  

    rem ( "comment" );

    set ( "NPC_Doctor", "NPC_doctor walk" );

    set ( "waypoint_navgoal_1", "walk1" );

    //$"walkTo"@2

    set ( "NPC_Doctor", "BS_WALK" );

    set ( "navgoal", "waypoint_navgoal_1" );

     

    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.

  3. 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.

  4. 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 ported
    • The 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. :winkthumb: 

    Kualan likes this
  5. 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.

  6. 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.

     

    mqdefault.jpg

  7. 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!

  8. NPCsp is amazing.

     

    yeah, about the template, maybe you must modify the dll for that.

    There is a way to apply existant templates, using "exec ***.cfg", but I fear you must use notepad to create these templates.

     

    I'm sure Therfiles will find a solution ! :winkthumb:

     

    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! :winkthumb:

     

    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...

    Lancelot, Kualan and DarthStiv like this
  9. @@therfiles

     

    You should also add saving templates for your own custom npcs. So I don't have to change all the settings everytime.

     

    EDIT: Also, can this mod be used for mp? And another question, why do the mp npcs suck compared to sp npcs?

     

    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! :P

    Stoiss likes this
  10. 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!  :winkthumb:

    Lancelot likes this
  11. I admit I'm curious about the forum moderator role, but before I even consider applying I want to be sure I can offer the sort of time committments that the job requires. @@Barricade24 , @@therfiles , how much of your time would you say you dedicate to the Hub on a daily or weekly basis?

     

    Good question, @@Kualan! I personally have been rather inactive lately, but now that I'm trying to recommit and come back, it really requires a few things.

    • To be reading topics, and involved in discussions. While I don't read EVERY thread, I try to keep track of most of them, just in case anything gets out of hand or anybody needs help. Ex: Moving the topic, etc. So if you are already reading threads, you are really doing quite a bit of the job already!
    • Additionally, we approve files. It's a bit of a process, but it shouldn't really take longer than 2 to 5 minutes at the very most per file, with no complications of course. It's pretty quick and nice system. Be aware, you may need to contact people and talk to them about their submissions.
    • Responding to PMs...people will often send questions your way, so be willing to answer those.

    Of course there are lots of odds and ends that will take a bit of time, but those are the most regular activities...and really, if you love the community and want to help, it's not a HUGE time-consumer.

     

    As far as a time estimate goes...I'm not too sure. As a moderator, you are really just a user with more responsibilities. It's hard to delineate when I'm moderating and when I'm just enjoying the community.

    Daedra, Stoiss, Kualan and 1 other like this
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