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MusicForThePiano

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Everything posted by MusicForThePiano

  1. Any chance of making a skin of this like the thug version in ROTJ?
  2. 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.
  3. I say you should keep all the enemies the way they are, yes the thermal detonators make it hard, but its a game not a movie, and its damn good fun! I loved this and can't wait for more. Especially loved the first jedi encounter ending, Star Wars should have more explicit content in it and that is what I have been waiting for for a long time.
  4. Is there a tutorial on how to do entity modding , like NPC entities for SP maps?
  5. 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.
  6. 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/
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Found some screenshots I took while playing a mod back in 2009, managed to catch some of the terminator models http://imgur.com/a/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.
  12. They were for Jedi Academy, they did not look ported at all. Weren't of the quality to be ported and their corners looked like the style use in the quake III engine.
  13. I had the terminator mod files which included the T-800, the T-1000, the HK drone, the T-1, and terminator movie weapons. I'll submit it when I find it. Have to dig through all kinds of old files buried in my spare hard drives.
  14. Thanks! In regards to the music, for example, yavin2, vjun1, and t3_rift all use the same music folder which is "yavin2" in assets0.pk3 I want to give vjun1 and t3_rift each their own music, meaning new explore/action/enter & exit combat cues for each individual level, I found dms.dat and have been playing around with it for a little. Here's some interesting stuff: It's also the same for other levels, i.e.: t1_rail, t2_trip, t3_stamp all use the "t1_rail" music folder t1_sour and t3_bounty use the "t1_sour" music folder hoth2 / hoth3 use "hoth2" music folder t2_wedge and t3_hevil use "t2_wedge" music folder vjun2 / taspir1 / taspir2 all use the "vjun2" music folder the rest of the levels have their own tracks respectively My first goal s to give all 26 levels in JK3 their own unique level music. Too many rancor cues in all the tracks lol. How do I create new music folders in addition to editing the already existing ones? I could overwrite yavtemp2, yavin_final, alienha, yavtrial, BespinA, and ImpBaseC, all music folders from Jedi Outcast that appear in JK3's dms.dat - I have all of John Williams Original Trilogy music broken up into small mp3 cues that can be used for explore / action/ and itnermedium tracks. It's just a matter of assigning them in a smooth and fluent manner to each levels environment. Then once new ones are made, wouldn't I have to edit the maps in order to change the maps music? Or does dms.dat override which maps play which music?
  15. Noobie modder here, I've only done artistic stuff in the past, not so much script work. I have compiled together a bunch of mods in an attempt to revamp the single player of Jedi Academy completely, to make it a more immersive and enjoyable experience. I need direction, and I'm willing to do the work to get my vision done. I need to be able to edit the individual SP maps, in terms of NPC placement and scripted events. Which programs can I use for this? I also want to access each of the original maps coding so that I can put a different music track to each level, some single player levels overlap in terms of which tracks they use for ambience/action. They are all .bsp files. Is there anyone here who has edited the SP levels before or knows how to go about doing it? I have experience in sound engineering, check out my youtube channel to see my Star Wars homages. https://www.youtube.com/channel/UCgTU-AfZqvLiCl0lgKlyk4w I will explain more later, in a hurry at the moment about to head out the door, so rushed first post, but this is a project already near completion.
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