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Posts posted by MusicForThePiano
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Even more!
podracers (most likely hatrus') and speeders, taken from a very alpha version of my roadwarrior mod
good guys being attacked by giant spider (could also make a vehicle version of it)
a pink tank attacking lol
reskin fo the A-10
a preview from a transformers modification I made, the decepticons attack in their vehicle modes!
E-wing in action
another transformer vehicle reskin of the HK flier drone from terminator
some more ties from the tie pack
yeyo JK likes this -
More:
white helicopter
harriers from raid 3 (banned from what I heard)
some death gliders from stargate among a few ww2 planes:
some ar-deceptors from the kotor flight school
e-wings
acklay reskins and resizes
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I had the Slave 2! I don't remember ever deleting it, but I don't have it on my base folder anymore. I think there's a chance I can find it somewhere.
Did the ships on those screenshots act on their own, or where they just spawned vehicles that didn't do anything other than float around?
They would attack you if they were enemies or follow you if they were on your team,as well as attack each other in epic NPC fights lol
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Here's more, starting with my favorite lost model, the slave2, from xwing alliance and dark empire.
next is a large dragon with a gun fighting troops and a firespray reskin
jaden attacking another tank type in the jungle
a mandalorian attacking some kind of helicopter in a rainy canyon
mr-jay assassin fighters from the kotor flight school
jaden in a fight on coruscant with a clonewartank participating
a new battle over coruscant, featuring all kinds of ships:
yeyo JK likes this -
here are more: the first part is from a mad max 2: the roadwarrior mod I was working on in 2008. Never really got off the ground with that one. It had the SCUD vehicle from the desert warfare pack and several others. All the unconventional tie fighters, including the Tie/D-fighter (droid) were from a huge tie pack where someone made a bunch of tie fighters from the EU into vehicles. There are shots of ATAT walkers and clonewar tanks (red and white) from the clone wars video game for the xbox at the orbs omaha beach mod map, both night and day, and then there is shots of iron man fighting a huge tank thing. Also noticeable are K-wings, Pegasus from the Kotor flight school, grievous attacking another mercenary gunship type craft, a better shot of the previous posts merc gunship (blue colored) and a podracer on the t2_trip map. After that are the red reskins of the N1-naboo starfighter (i've seen this before in yellow and black but not red). The shot of the timeshift betasuit character looking up at the ships includes the x-302's from stargate I believe. Then the gunship's atmosphere descent into the jungle planet shows lots of huge ships and all kinds of helicopters. The shot of the jungle battle shows a green version of the clonewar tank.
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Here are screenshots of all the lost vehicles I had for JA at one point in time, and I plan to find them and upload them here. Mind you some of these screenshots are from over ten years ago. I know some were made by either hatrus or orbitius (think thats their name, not sure for certain) anyhow, here's a look at them:
so in conclusion for part one, we have the orbs omaha beachmod with all the ww2 jets and tanks, all the desert warfare vehicles which went to a huge map pack that is now nowhere to be found. several tanks, oil rigs, a chinook, ah-64 apache, cobra, dune buggy car, a-10 warthog, etc. Then we have a speedboat, not sure which mod that is from, but it works on top of water really good and actually did float if i remember correctly, then there is a NJO green awing, followed by a helicopter battle shot with the mi-24 russian helicopter and the blackhawk uh-64, then a shot with another battle and a french foreign legion desert armored driving vehicle, then a black helicopter and the last shot is some kind of mercenary gunship thing. More to come! I do not have any of these files anymore however I am still looking for them!
Smoo, dark_apprentice and ZanderNao like this -
The sound effect for the ambiene in the nar kreeta betting parlor (t2_rancor) is the cantina song from the original trilogy, as part of my mod I'm changing all of the music and updating the sound effects, but for some reason I cannot get this one to change. Every file I've tried to replace it with only comes in silence when the player character walks through the door which triggers the ambience to play. Why is this?
Its in assets0.pk3 --> sound --> ambience --> narshaddaa --> cantina_1
I didn't edit the assets I only replaced the file in another pk3 in the base folder but it still won't play it. Any ideas?
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One of my hundreds of lost files, I found a screeny of it. It's a rancor with black and red skin made to look like a hell rancor or very evil one. I want to re use this but I have lost the file unfortunately. mrwonkos doesn't have much in terms of rancors and there's not much else to look. I believe I got it from jk3files back in the day.
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There is a way to make an npc of a flying vehicle that is stationary in the air until provoked. For example, in my upcoming mod, I've made Tie-interceptors as regular enemies in single player levels with large open areas, they hover in the air much like the tie-bombers in the vjun1 level, and if you come near or shoot at them they react much like a sentry npc, but i've edited their stats to make them move very fast and have adjusted the dimensions of the npc so it aligns with where the ends of the model are. Not 100% realistic but it still makes for an interesting fight. You have to change the class to remote or seeker and the type to flyswim instead of quickrun / walk / static.
Asgarath83 likes this -
Where is the most recent build of OpenJK? I'm still trying to understand more about what it is, and how it affects single player
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I spawned NPC's of the bothan model here
http://mrwonko.de/jk3files/Jedi%20Academy/Models/Star%20Wars/19363/
the IG88 model here
https://jkhub.org/files/file/2940-ig-88/
and the tactical droid model in the clone wars pack, found in moviebattlesII and FTRv1.1
http://www.moddb.com/mods/star-wars-for-the-republic1
anytime any blaster bolt or lightsaber of force power touched the NPC's the game crashed and brought me to the main menu with the ghoul2 error, something to do with its model
I am really trying to at least get a working IG-88 NPC in my mod, one that doesn't crash when you fight it, does anyone know how I can fix this?
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I got it from Matty, nevermind! Thanks everyone for replying though
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Could anyone show some code how to do an example for JA? like in the t2_wedge level this would be very fitting
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http://mrwonko.de/jk3files/Jedi%20Academy/Mods/Mini-Mods/56244/
I've tried finding this for years but it does not work, even tried contacting the matty developer and haven't heard back yet. Does anyone have a working file or a link to download a working file? I could really use some of these textures in the mod I'm working on.
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http://jk2ffa.freeforums.org/animated-sky-t351.html
Just found this as I was looking for an asteroid field skybox and this guy made one that moves! For JK2 too wow.
Anybody have any idea how to get these to work in JA?
Also does anyone know where I can find an asteroid field skybox? I'm using it in my remaster of JK3 SP.
Cerez, AngelModder and Smoo like this -
Is there a tutorial on how to do entity modding , like NPC entities for SP maps?
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I hate beating around the bush so here it is straight up, it's taking me a long time to figure out GTKradiant and decompiling the SP maps... is there anyone here who has or knows how to edit the SP maps for the purpose of placing more NPC's and changing the skyboxes? If so, would you be willing to help me out in this project I am attempting? Or at least show me how to do it myself? The part that I cannot do is access the maps in radiant to change the npc placement or access the coding for the skyboxes. That is all. I will explain more, I have all the files and have already made all the npcs and have got my skyboxes lined up and ready to go into their respective SP maps but I just cannot figure out how to change them. The goal is to make the single player much more fun to play.
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This Falleen skinpack was on jk3files and its not on mrwonko's mirror, also not on gamefront anywhere or any other mod sites, does anyone have a link to a proper download?
https://gamefront.online/jedi-knight-jedi-academy-skin-falleen-female/
Smoo likes this -
Is xvi_32 a good hex editor for the JASP .bsp maps?
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Hello again, I am also attempting to give each map its own unique skybox, and I have successfully replaced all of the existing ones, however there are a lot of overlaps, for example, giving korriban a suiting skybox for kor1 will also change t2_dpred, and kor2 will change the tatooine levels. Do I have to access the maps in GTKradiant to change this feature or is there another way to do it? I'm a noobie modder in regards to mapping, so I'm still learning there. I want to give all 26 levels their own unique skybox.
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I've made all the tracks for each level, now I'm just stumbling about trying to figure out all the JK3 modder lingo. Worldspawn is the configuration of the levels in OpenJK? I'm still new to learning about OpenJK, but I have all these mods I've been working on for years, mostly ideas, and I'm just recently finding the time to implement them.
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I am attempting an entire remaster of JK3 single player, from menu, loading screens, gfx mods, better textures, more npcs, more characters, more vehicles, monsters, etc, animations, and most importantly, the music, all for a new game-playing experience.
I have compiled most of these already, still working on figuring out how to edit the SP maps for NPC placement.
The one thing that has got me stuck at the moment is editing the dms.dat for the music files, its pretty easy to replace the ones they have in there but its getting the levels that use other levels music play their own, essentially to create new music consisting of action/explore/intermediary tracks for every level.
The three levels that I can't figure out how they use the t1_rail music folder are the t1_rail, t2_trip, and t3_stamp levels. For some reason, in SP, when you type in the console: "music t1_rail" nothing comes up. Only when loading one of these three levels do you hear the hyperspace cue playing throughout nonstop.
I want to separate this music, replace it for each of the levels, but don't know where exactly I would do that.
Once again, my final goal in this mini-project is to make all 26 SP levels have their own unique music.
Any further help would be very appreciated.
General Howard and ooeJack like this -
I remember downloading it from some site, may have been jk3files or pcgamemods but both are gone no, mrwonko has a jk3files mirror set up but I don't know if he has all the files on there. There were pictures of the mod that showed the bigger land-based hunter killer drone and the larger hk flying drone from the first movie, as well as the skeletal T-800 model, but they didn't come with the pack. My guess is if we can track down the mod / modder and ask him he probably has the files laying around somewhere.
Omega likes this -
Found some screenshots I took while playing a mod back in 2009, managed to catch some of the terminator models
https://jkhub.org/albums/DWggF
I have a lot more where these came from, meaning other models you can't find anywhere, but my one spare hard drive is locked where I put all my jk3 files about five years ago, and i've been meaning to take it to a tech to help me retrieve them just too busy.
Can't get cantina1.wav to be successfully replaced with new music
in Modding Assistance
Posted
I've done all that but anytime I drop a pk3 in the base with the file: sound-->ambience-->narshadda-->cantina1 it just doesn't play when I enter the cantina on this level. Does the file have to be short like the original cantina song, my goal was to combine portions of jedi rocks (just the instrumental part) lapti nek (studio complete version) and the max rebo band hip hop (sail barge music) to one mix that plays throughout the cantina.