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    Moviebattles 2
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    Windows 10

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Droidy365's Achievements

  1. So for the most part, this worked great! However, the audio sounded demonic... I don't know what went wrong... It may be worth mentioning that my video was .mp4 format.
  2. Could you upload all the plugins you have installed for VirtualDub? Every time I try and import any video file, it comes up with some error.
  3. I made the video 523 x 384 because that's what the tutorial says to do. I could try making it 512 x 512. That red window to the left is the result after exporting it as an AVI. And no, the exported ROQ doesn't work in-game, either. Here's the AVI I attempted to import, if anyone wants to have a go (it's for my Sword Art Academy mod.) EDIT: Ah, I see. QVM won't let me have any other size other than 512 x 384. EDIT 2: I've worked out how to add soundtrack now, and it sorta shows up in-game, but not really...? It plays the music with a blank grey screen.
  4. Okay, thanks mate. The biggest problem with this is that is's just giving me a blank red screen, rather than a movie. It's about a minute something long.
  5. Hey guys, for some reason, I can't get this to work. At Step #5, I'm pretty sure it's supposed to show a mini preview of your movie. When I exported it, I got a silent red screen, rather than a movie. Please help. @@MagSul
  6. I'm pretty sure my first skin was a green JK2 Reborn with purple skin (or at least the icon had purple skin) My second one was a "Knight" - otherwise known as a crappy recolour of the Snowtrooper that's bright white with a hint of aqua, and a red lower cape. Good times...
  7. I will say that the first thing I ever learned to do was skinning. Then I made NPCs and Bots for them.
  8. Also, a little fun fact: If you select a weapon other than a saber and use the /saber command, it will change the model of the weapon temporarily. E.g: saber single_1 If you have a pistol out, and you use /saber single_1 single_1, it will put another saber in your left hand and it'll change your animations to look like the cultist commando I made a saber with the pistol model, sadly it only shoots from one pistol - the other one's just for show. Maybe there's a way to fix this?
  9. I seem to be having this issue with my Base NPCs for whatever reason. Some NPCs will spawn, but most of them don't. This issue is exclusive to Multiplayer - it works just fine in Single Player. EDIT: It seems to be my Manual Blocking NPC mod that was causing the issue - I might have to make it only change the saber wielders.
  10. Hello there! All of the models are present in JKA's base folder, in assets1.pk3, located in models/players. Extract the models folder to your base folder or another folder on your PC. Depending on what modelling software you use, you may have to do different things. If you use Blender, download this plugin and add it to Blender. After installing the plugin, you can import the .glm files straight from the character model folders. I hope I explained this well enough
  11. I believe I tried that at one point, but it didn't work. However, as it turns out, my laziness was uncalled for. Here's a fully working script: https://pastebin.com/C0DyK4iG Feel free to use it however you like, modify it, etc.
  12. For my Sword Art Academy mod, I made a few regen scripts for the player, which I think also works for NPCs. https://pastebin.com/mXd9rLaw If I recall correctly, this regenerates 5 HP every 10 seconds (10000 milliseconds). To change the delay, alter the wait timer near the top. This isn't the best - I got a bit lazy, so it all just works in increments of 5, rather than using proper maths to do it properly. If you have 4 HP, you'll regen to 5 HP, rather than 9 HP. This could be fixed, but it took me a long time to get that done in the first place After compiling this with BehavED, naming it regen.ibi, put it in scripts. To activate it, run the command: /runscript player regen If you spawn an NPC, make sure it has a NPC name for the script to target. /npc spawn reborn_new bob /runscript bob regen Of course, if this is in a custom map, you can have a target_scriptrunner activate this.
  13. That would be so cool! For starters, I've always wanted to be able to dual-wield weapons in JKA. This mod looks epic in JO and I'd love to try it out in JA.
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