Jump to content

mjt

Members
  • Posts

    138
  • Joined

  • Last visited

Everything posted by mjt

  1. I was wondering if it had anything to do with the agressiveness set in the *.npc files - but nope. Maybe the ladder map was scripted to specifically attack the player based on him being kyle or something else JK2 specific. Or you're right about the AI in general. It felt MUCH better in JK2 but I guess a lot of the AI part was scripted and less 'AI'. Maybe there's a way to tweak the AI range in JKA?
  2. I can't find the culprit within the r_ part of the config. Can you paste your config file? I suspect a driver/dll issue instead. As newer games seem to work fine. Maybe some other programs interfering like flux...
  3. I can't find the culprit within the r_ part of the config. Can you paste your config file? I suspect a driver/dll issue instead. As newer games seem to work fine. Maybe some other programs interfering like flux...
  4. Displayrefresh, Colourbits, texture and lightmap bits set to zero? Is that possible? They don't need to be set that low...
  5. Well it certainly is fixable, but it depends on the amout of time you want to invest. As you are just starting modding I guess a task as big as recreating a stormtrooper model with the same properties of the skin matching kyles so as to be able to have a torso texture including arms that can be interpreted by the engine as aforementioned file might not be the most motivational one to begin with. But I might be wrong. It'd be best if someone with access to the sourcecode of JK2 could scan the files for above filename and see how this is loaded into the game. Maybe it's much easier than I assume, then again maybe not I think this project is very cool as it allows for modification of the skin in stealth missions for JK Enhanced e.g. Good luck!
  6. I was referring to control panel settings - you may alternatively use the NVIDIA Inspector to check them out: https://www.guru3d.com/files-get/nvidia-inspector-download,4.html By the looks of it your hardware should be capable of running the game in SP with more than 400FPS I think... how can it be so low? Do you use ReShade or QFXPros modified opengl32.dll? Are you playing multiplayer or singleplayer? Why your hard drive may account for long loading times but not low FPS, that's down to either CPU, RAM or GPU. What's the speed of your RAM?
  7. So I only know how to create alpha channel sporting textures with photoshop but I think gimp does it as well. Just remember to export as TGA. It basically is 3 channels for RGB and another one for alpha. They are all greyscale images that define the intensity of the colours and the alpha channel defines the transparency. For the kyle fade one I basically looked at the original file and tried to remake it with the new skin and in higher resolution. That's something you'll find out how to do in less than 30 minutes for the original kyle texture. But for the stormy? Huh
  8. This is the shader in players.shader models/players/kyle/kyle_torso_fade{ { map models/players/kyle/kyle_torso_fade blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA }} I can try to help you out but currently I'm a little puzzled how the game actually works with this shader. It's not referenced in the model_default.skin of kyle. I think it's the game itself that makes use of it and your stormtrooper model doesn't have the whole skin in one file but multiple ones. The torso file from kyle includes torso and arms, while this is split up for your frankentrooper... If it is hardcoded it might be an issue but I'm in no position to verify that hypothesis. Good luck though!
  9. Would it be possible to aquire a list of nearby standing enemies when you die? Make that list (maybe 3 to 5) and give a random delay and have them all taunt you uniquely, not only your killer? That'd be gread for immersion. Especially with the hilarious lines of the Stormtroopers from JK2
  10. The Galak Mech only crashes my game when I set r_lodbias to -2 -1 works fine, 0 as well. Is that an issue maybe?
  11. The camera is actually in the correct position - take a look at the folder of kyles textures. You have his skin texture with a lower resolution and alpha channel where the top of the body is set to transparent. So the model is actually shown even with the default model, you can check that with r_showtris 1 but the top part is transparent due to this skin... You need to make a transparent skin for the stormtrooper and hope that the UV mapping of the stormtrooper body actually allows for that. I'll show you an example - I used the modded kyle skin from Dark Forces I think and replaced it with the main skin texture for higher resolution and rebuild the alpha channel to stay intact for the arms: http://imgur.com/a/7z8DI
  12. A few hints in general when using a recent NVIDIA card: Set Transparency Antialiasing to Multisample only, as Supersample will wash out textures, although it works for AlphaChannels quite well. Not worth it IMO. Have you changed the shadow rendering range, or the LOD system parameters or the corpseremovaltime?
  13. I don't really remember EffectsEd all too well but isn't there a lightning effect with start and endpoint we could use to lock it's endpoint to the saber once it seeks it out? That would look bad ass! I'm really thrilled about the progress and bugfixes - a little bit of a thread highjack here though. Maybe move it back to the mods thread? I didn't see you post here before posting my bugreport. Keep up the good work!
  14. Thank you for this! At least I can look into the code and try to understand what I need to learn to get some things fixed :-)
×
×
  • Create New...