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MusicForThePiano

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Everything posted by MusicForThePiano

  1. Cool, I can't wait for this map. So is there a history behind why all the Jedi Home maps are on Bespin? I always loved the idea and RP'd the hell out of both maps about ten-twelve years ago. Just wondering if you wanted to could you make it on another planet? Or, is there a way to make the game have some kind of real time, day/night shift (for whatever bespin's cycles are, make the hours into minutes (earth = 12 mins day / 12 mins night with about 3 in between each for morning/evening shifts))
  2. What happened to the Outrider? I was so happy when it won that contest poll that you were going to include it in the map as fully explorable ship, are you still putting it in the project?
  3. Pretty awesome man. Is it alright if I use the skin in my mod of single player?
  4. Love the nuna man, this is what we got to see more of! little creatures etc
  5. Hope you're still alive and kicking Jeff, I've been working on some new stuff of my own recently.
  6. Are these functioning JA models yet? I see some I would love to put in a mod.
  7. I will, but I just came up with 8 new designs that I want to do first. Is there any way I could add one or more additional vehicle skins to the swoop.npc roster? So that in the T2_trip level if there are say, 8 skins (the seven base skins plus one more) that the vehicles spawned in the level will be more randomized? The seven base skins will all be redone but I have so many color combinations that to get all the ones I want I may have to add additional npcs to the file.
  8. Changing the textures would be difficult, for this model the Flare-S variant according to wookiepedia, base JA has two skins, the black one and the striped one appearing in 6 colors. I would have to design a new one that would fit in the skin for each component of the swoop bike. I like the secondary model better because its more mechanical than the colored variants. So from base JA we have: Red w/ orange stripes Green w/ orange stripes Purple w/ orange stripes Silver Grey w/ orange sripes Blue w/ white stripes Orange w/ black stripes Black Now so far I have Beige Grey with green stripes (replacing green) Silver Grey with blue & sky blue stripes (replacing silver) Purple Pink with yellow stripes (replacing purple) Rustic Gold with face graphic (shown below) (replacing black) (need 3 more)
  9. So I'm doing two overhauls of JA Single Player. A Base overhaul that just modifies everything existing in game as far as music/appearances/combat/models/skins/textures/etc, and an additional overhaul that adds a lot more to the game (which I'm still figuring out how to do). One of my mini project was to redo the swoop bikes for the T2_Trip level to be a bit more appealing to the eye. I've started to reskin all seven of them, here's what I have so far: Have to make four more. The Base game has these seven: red, green, silver, and purple hull with orange stripes. It has one black model which is different than all other six in terms of skin. It then has a blue with a white stripe and an orange/gold with a black stripe. The swoop ultra mod sort of replaces the black swoop with the same skin just a different color, look here: now here is the swoop ultra. I'm looking for ideas, color combinations to make the swoops more cool looking / interesting. Anyone have any ideas? I'm working on a 4th one now, its a bit different than the first three. I'm starting to incorporate designs into their skins like graphics sort of.
  10. I thought that would work but I have no idea how it does lol. The jedi_random npc is a magic npc that acts unlike all the others... I've even opened it in notepad to see the coding and I can't decipher how it does that. If I could repeat that effect of the jedi_random npc for all the alien gangsters to get rid of the clone effect then I could do the same for imperial npcs and saber-wielding cultists and reborn. Also, what's up with jedi_random and the single player game not spawning npcs of the species that you choose? IE If you choose human male, you will never see other human male variant npcs, if you choose twi'lek female, you will never see any other twi'lek female npcs. There must be some code hard-wired to what the player npc is before you spawn one of the jedi_random npcs, because it has that extra addendum to not spawn something of your own specie.
  11. I'm just curious. In the single player NPC files, for weequay and trandoshan, they each spawn a RGB-colored variant of the model to add some variety to the clone effect. I am trying to get rid of this clone effect in my overhaul of the SP game. Since I do not have the skills to add npc markers in the single player map levels, I am trying to figure out if I can edit the existing npc markers by tweaking the NPC files themselves to make it so that for example, 'npc spawn weequay' will spawn a weequay, but there will be another npc in the file also named weequay (or several) with different models, like the klatooinian or the nikto. That way, in the single player level, when running across triggers that spawn enemy npcs (notably the gangster levels) instead of just a weequay running out from the next room there will be a nikto instead, or maybe a gand, or an ubese. I've tried this but it seems to only want to spawn the first npc, whichever model that is.
  12. Yes that would be great! Thanks! I'm mostly interested in replacing anything with 'mace' with 'luke,' to overwrite that plothole. I will extract the dialogues and upload them so that you can go over them. I am thinking of perhaps overhauling all of the dialogue because it is pretty badly written in some areas. Also if I could figure out how to decompile these maps in GTK radiant or whatever good program to use I could change the texture to be more fitting. This whole mod could use a mapping overhaul, just in erasing some of the repetitiveness and the wackiness of some of the levels (like the hangars or areas where you vertically climb parts, it looks less like a SW game and more like a Super Mario 64 level if you know what I mean). Other than that, it just seems like too much to ask a map modder to help with this project at this time.
  13. I didn't make a remote act like a reborn, its an assassin droid model in the npc, but I've tried replacing it with other models but for some reason they all cause the ghoul2 error when hit with a lightsaber, gun fire, explosive, or lightning. the name of the npc from the ey4.pk3 is remote.npc. There are 2 npcs inside, remote.npc and remote_sp.npc. In the normal base JA game, remote doesn't function and remote_sp are the little ones that appear in the 2nd level on yavin. In escape yavin iv, the remote_sp npc is now an assassin droid that acts like the cultistcommando and appears only in one level on a droid-operated refueling station. For some reason when I did the overhaul, this npc will act the same but I get ghouled everytime.
  14. I'm having trouble trying to debug a Ghoul2 error when I attack a certain NPC from the escape yavin IV mod. Its the remote_sp npc which is an assassin droid with 2 pistols, it behaves like the cultistcommando npc from base JA single player. For some reason whatever model I put in this npc crashes the game when it is hit with either a saber, guns or explosives, or lightning. I've tried numerous models so I know it is not the models themselves, but why would a specific npc file be crashing the game like this? its a class_reborn, with blaster_pistol selected but for some reason the game gives it two pistols and has it do acrobatics (ie behaving like a cultistcommando) Just having a hard time figuring this out, not so many modders out there any more than know this type of stuff, any help will be appreciated.
  15. I've done that but it doesn't work either. Is there anyone on here who would be able to help me recompiling the maps? There are only a few changes that I want to make so it wouldn't be much different, just adding a few npcs here and there and changing some of the textures.
  16. I overwrote the models/map_objects/imp_mine/shuttle_body to replace the lambdashuttle map object that appears in game, along with the rest of its texture, not the playermodel: models/map_objects/imp_mine/shuttle_nose models/map_objects/imp_mine/shuttle_wing01 models/map_objects/imp_mine/shuttle_wing02 and in game it still appears as the same old white boring shuttle. The reskin I made is uber awesome and I want it to appear in game. I did the same thing with the academy shuttle, the tie fighter, the tie bomber, and vader's tie advanced. All of them are still appearing as their base skins in the game. I put the pk3 in the base and it is alphabetically after the assets but for some reasons it still won't overwrite for the objects to appear differently in game. I've also reskinned many of the korriban statues too but they won't budge. None of the map objects will change. There has got to be a way to make them change appearance in game with an overwritten skin.
  17. I don't want prequel characters in the mod. Still working on changing the voice to say "luke" instead of mace. I know how it makes sense but this is still far from done. This is supposed to be a fanon story post JA darkside ending.
  18. New screenshot of the Sith command ship and sith lord (now an actual sith) New Jedi council, with old luke. chadra-fan, and whipid jedis, and queen leia
  19. For my mod I am trying to give the in-game level map objects ships like the shuttles and tie-fighters a different appearance. As well as the korriban statues. I've recolored and redone several of them. Everytime I put the pk3 in my base and boot up the game, load up the map, the models are still the same old base boring JA ones. I reskinned all three tie fighter models from the base game, the lambdashuttle, the brown transport, the x-wing, and the at-st. Why don't they change???
  20. I figured that an 80's theme would do good especially because its a video game. Just for something new. Although I do have the remastered soundtrack for my JA Single Player mod that I can implement for this one. I may add several pk3's with each soundtrack on it for whoever likes what... up in the air still.
  21. So I've already posted about my revamping the Escape Yavin IV singleplayer mod into something very fresh and enjoyable. Part of this huge overhaul is the music for the mod. I've taken it on to make this a mod with pure nostalgia combined with never before seen locations / experiences. It is supposed to feel like a uniquely separate game from JO and JA. Therefore the feel, the essence, the music, must be totally different, or at least flow differently. So what do you all think? I've already contacted this group here with requests to do more covers of other Star Wars selections (namely action cues), Scandroid, they are pretty good. https://www.youtube.com/watch?v=BY5WE66YKcU If any of you have seen my channel you'll see that I've already transcribed Williams' scores myself, although I am only a pianist, not that great at making retro wave. Does anyone know any artists who would be open to the idea of collaborating with me on the soundtrack for this mod?
  22. I don't know why it dies for you. I don't even have OpenJK installed and this mod is working great. Try running it in regular JA on a different computer without OpenJK. I use windows 7 64 bit and the only crashes I get are if I overdose my base with mods and npcs. I'm just trying to figure out how to override some things like mapobjects, and for some reason when placing things in the pk3 it doesn't overwrite the base game's assets so I have to put them in separate pk3's, still figuring that out. The music is the next part I'm fixing. *sigh* it is fun and awesome when done but man does changing the music, so that it can be a positive change, certainly takes a lot of time. Jeff has given me a bunch of models to use that are great. About the sabers, I actually liked some of the unorthodox ones, which ones in particular didn't you like? I thought that aspect of the mod was quite original. I may add or delete some. I'm going to make to have two options for effects, one M-rated blood and gore where sabers dismember cause blood and all the caps look like the insides of bodies, not those ridiculous burnt leaves that appear in the base game. Also trying to figure out how to make guns shoot off limbs and heads, I knew there was a mod for that called Old-School mod somewhere but can't find it anywhere. Also some characters will be from the original EU of post-ROTJ, kind of like how JA included some of them in the background of the lore of the plot. Yes darth savet lmao that was the horrible character's name. They've all been changed and overwritten. Ideally I would like to just add subtitles and overwrite all the alien npcs with kotor soundsets.
  23. This level works fine on my computers. I'm not sure why, but if the mouse droid dies then your player automatically dies too. Trust me there are no more prequel characters or cartoon clone wars models or non-star wars characters. There are some fan-made models that make appearances but the goal is to keep the npcs to what was seen in the OT. For example, a lot of the cantina aliens make appearances, as do the bounty hunters from TESB, and most of Jabba's entourage. I tried to not include almost any of the npcs from the base JA game to really give it a different feel. I don't want to spoil it for you, it's going to be good. I can't really change the plot that much because I don't know how to script for JK3, but rest assured, the only annoying thing left over will be the voices lol.
  24. Have you seen the DR: Resurgance mod that has the interior of the outrider? It is only missing the area behind the door in the middle of the interior, and you can't access the cockpit. If you could implement those two features in in addition to the existing hold with the dejarik table in your interpretation that would be awesome.
  25. It is a reboot of the lost maps. All 25 levels or so. (The mod readme says 36 but like ten of those are cutscene levels) I've reskinned every level, although not by the typical method. I've simply replaced all existing textures with new ones. I am horrible at editing maps. All the player models have been switched or replaced. There are even grammar mistakes in the title crawl which I fixed and redid to make it sound more interesting. The music will be replaced either with 80's synth retro wave covers of the star wars soundtrack, 80's heavy metal version of star wars soundtrack (the ones I found are very good!) or an orchestral remix of John Williams' OT score. The only thing even hinting to the prequel in this mod will be two of the vehicles and one or two of the monsters found in the levels. It will feel like an original, new star wars story. The only thing I can't change is the voice acting, and I would really like to :\
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