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Droidy365

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Posts posted by Droidy365

  1. On 1/7/2025 at 6:51 PM, z3filus said:

    Jedi Academy's single-player campaign already has ragdoll physics.

     

    Right?

    It has limited ragdoll with the broadsword command, but that's no-where near as advanced as something you'd find in say Garry's Mod or most games since then.

  2. 1 hour ago, Chen_tu said:

    That's amazing, but I was wondering if there were any other move parameters like "kataMove" which could be adjusted. (I wanna change the entire fast stance into staff)

    Technically you could change the animations for the fast style to be the staff style animations, but that would be a long, tedious process that probably wouldn't work that well, and it would affect every saber (essentially replacing the fast style as a whole)

    Needless to say, that's not really an ideal solution. Other than that, not really sorry. As @Bart said, saber throwing would probably be possible to enable if you were to go with the coding route, but that's a whole other can of worms.

    Chen_tu likes this
  3. So after more testing, I've determined that saberStyleLearned doesn't work for Staff style, for some reason. 

    My best attempt is making a hybrid style, of sorts. A mix between fast and staff (fast, but with staff abilities and stance)

    Spoiler


    
    dual_throw
    {
    	name		"Throwable Staff"
    	saberType	SABER_STAFF
    	saberModel	"models/weapons2/saber_dual_1/saber_dual_1.glm"
    	soundOn		"sound/weapons/saber/saberon.wav"
    	soundLoop	"sound/weapons/saber/saberhum4.wav"
    	soundOff	"sound/weapons/saber/saberoff.wav"
    	saberColor	random
    	numBlades	2
    	saberLength	32
    
    	saberStyle		fast
    
    	readyAnim		BOTH_SABERSTAFF_STANCE
    
    	kataMove		LS_STAFF_SOULCAL
    	lungeAtkMove		LS_SPINATTACK
    	jumpAtkFwdMove		LS_JUMPATTACK_STAFF_RIGHT
    	jumpAtkBackMove		LS_A_BACKFLIP_ATK
    	jumpAtkRightMove	LS_JUMPATTACK_STAFF_RIGHT
    	jumpAtkLeftMove		LS_JUMPATTACK_STAFF_LEFT
    	
    	noManualDeactivate	1
    	
    	throwable		1
    	brokenSaber1	brokenstaff
    	brokenSaber2	brokenstaff
    	twoHanded		1
    }
    

    I know it's probably not what you were hoping for, but I hope it works well enough.

    Chen_tu likes this
  4. If I recall, the weapon being SABER_STAFF also affects things like that. Try changing it to SABER_SINGLE; This won't affect the blade count.

    Afterwards, add in the line:

    saberStyle  staff

    Note that saberStyle will lock it at the set style.

    If you still want to be able to use medium style when one blade is off (requires noManualDeactivate to be set to 0/not set), instead put this:

    saberStyleForbidden		fast
    saberStyleForbidden		strong
    
    saberStyleLearned		staff
    singleBladeStyle		medium

    I believe that should hopefully fix the issue.

    Also set noKicks and throwable to 1 and leave twoHanded and singleBladeThrowable unset.

     

    EDIT: I've just tested this out in Multiplayer, I think MP might have some sort of hard code against staff style throwing. I've also tried just setting a single saber to use saberStyle staff and it has the same issue.

    Chen_tu likes this
  5. 21 hours ago, Xioth said:

    @Droidy365is there any progress on this?

    I have no room to talk as most of my mods took forever to release but was just wondering if there was an update.

    I haven't worked on this mod for a fair while. Honestly, I've considered taking the assets I've made and starting anew with it - making it multiplayer based, rather than single player. However, there are a lot of complicated things that I'd like to add if I did that, such as:

    A skill tree (using the Force Power menu system)

    A level system for unlocking higher skill mastery (based on the amount of kills a player has)

    An inventory

    In-depth character customisation

    Items giving you different armours for customisation and stats

    Custom playermodels

    Large maps

    And perhaps the most interesting (but implausible) one; interconnected servers for a pseudo-open world - loading into a new map with the same stats, and loading back again without issue.

    That's just to just name a few features I'd like to have. Sadly, I don't know how to go about adding anything like this. It was already an ambitious project to begin with, but honestly I feel like it would be much better as a multiplayer project than as a single player one. That's just my thoughts on this though, feel free to share your own.

  6. The simplest way would be to edit it in a HEX editor. I'd recommend HxD, as it makes life a lot easier.

    So to demonstrate, I'm using the academy1.bsp map, renamed to acasky.bsp. Make sure you backup your file when you do this.

    Open up your BSP file with HxD and search for the textures you want to replace with CTRL + F. I'm searching for textures/skies/yavin.

    image.png

     

    What you want to do is replace the texture name with something with the same amount of characters.

    My texture, yavin, has 5 characters. I'm going to replace it with space, since that's a base texture that conveniently has the right amount of letters.

     

    image.png

     

    Before:

    Base-Profile-Screenshot-2022-05-14-20-25

     

    After:

    Base-Profile-Screenshot-2022-05-14-20-25

    In your case, you'll want to rename your new texture to something slightly different, but make sure it has the same amount of characters. If it has a different amount, the map's file size may change, and the map may become corrupted. You may encounter multiple instances of the texture you want to replace, it'll probably be a matter of trial and error finding out which lot of textures you want to replace.

    Hope this helped and wasn't too confusing 😄

    zahar likes this
  7. 15 hours ago, Lancelot said:

    @Ari

    Droidy's model is still in the concept phase. Maybe he won't use the Rey model, or maybe he will. Either way, once he made progress on the actual model, you won't even notice it was once a Rey model. Just give @Droidy365the chance to give his best with what he has.

    Another model that looks similar to the Miraluka is the Asajj Ventress model.

     

    Not gonna lie, that might be a much better choice of a model. I'm not quite sure if I can really do this model justice, as I'm a beginner modeller who insists on using an outdated version of Blender, since that's what I've learned. I'll probably still give it a shot, but I don't know how good it'll be.

    20 hours ago, Ari said:

    I know i don't have much of a say since this is quite literally a free "please can you make this for me" thread, but i was just hoping we could steer away form the rey model, i'd prefer there to be atleast a little bit of build on her and rey is so.. simple, the model just feels like it's a slightly more 3d version of OSRS models.

    Sorry if it seemed like I was ignoring you, I was simply seeing what it would look like if we did go ahead and use that model. I totally get it; if you're gonna have something made for you to play as, you want it to be something you'd actually play as.

    PhreaKy315 and Ari like this
  8. The model I suggested was more for the actual outfit, than the head. I definitely think you'd need to Frankenstein a new head onto her. If you remove the cloak, the general shape of the outfit is pretty similar, it would just need a little bit of tweaking.

    Here's a crappy photoshop job of the proportions adjusted to be like SWTOR (please excuse the poor quality)

    Miraluka-Rey.png

    Ignoring the head entirely (as Rey obviously looks nothing like the Miraluka) the general body shape is very similar. You'd just have to cut the dress in half, model a belt and a few other details - and of course, find a suitable head replacement.

    The Black Cat model ported by HUM-3154 works surprisingly well.

    https://www.dropbox.com/s/ibuz0ng0zn7axgi/Black_Cat.pk3?dl=0

    kb09NNy.png

     

    Simple concept I made in GIMP (without retexturing):

    Black-Cat-Miraluka.png

    Note that it's not actually a model, I just photoshopped them together. I also just realised how disproportionately small the head is, but I'm too lazy to fix it.

    DarthValeria, krkarr and PhreaKy315 like this
  9. 8 hours ago, Lancelot said:

    Save your money, honestly. There are a lot more important things to spend money on. Chances that somebody will make it for free is high, as many people here simply make it out of passion, not for the money. However, first you have to find someone who is willing to do it. And once somebody does it, all you need to be is patient.

    There are lots of different ways to create such a character, like kitbashing it from the models we already have.

    One model in particular that I found that looks kinda similar is @Doughnuts' Dark Rey model. Re-skinning it and re-modelling it to have a new head and extra details should work pretty well, I think. Could even keep the cloak as an optional skin.

    image.png

  10. Some things that should help:

    - Source of the picture:

    - In-game SWTOR Screenshot:

    C6fd7EF.jpeg

    Additional artwork (made by the same artist, Arideya)

    D4D1WF4UUAAJVsU?format=jpg&name=4096x409

     

    Additional information about the female Miraluka in question:

    Quote

    Appearance:

    Body type - 1
    Head - 4
    Complexion - 4
    Mask - 5
    Cosmetics - 23 (dark brown lip and eye thingie)
    Hair - 28 (Shae Vizla)
    Hair color - 15 (White)
    Skin color - 1 (Palest).

    Armor: Nightlife Operative

    Lightsaber: Unstable Peacemaker Dual-Saber with Advanced Mint Green Crystal

    With this information, we can have more reference pictures (or a port, if anyone can do that)

    Nightlife Operative Armour: https://torf.mmo-fashion.com/nightlife-operative/

    https://i2.wp.com/torf.mmo-fashion.com/wp-content/uploads/2016/08/Nightlife-Operative-Female-Close.jpghttps://i1.wp.com/torf.mmo-fashion.com/wp-content/uploads/2016/08/Nightlife-Operative-Female-Front.jpghttps://i2.wp.com/torf.mmo-fashion.com/wp-content/uploads/2016/08/Nightlife-Operative-Female-Back.jpghttps://i0.wp.com/torf.mmo-fashion.com/wp-content/uploads/2016/08/Nightlife-Operative-Female-Right.jpghttps://i1.wp.com/torf.mmo-fashion.com/wp-content/uploads/2016/08/Nightlife-Operative-Female-Left.jpg

    Unstable Peacemaker's Dualsaber: https://swtorista.com/weapon/unstable-peacemakers-dualsaber

    large-unstable-peacemakers-dualsaber.jpg

     

    Ari and DarthValeria like this
  11. 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 🙂

    Smoo and ooeJack like this
  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.

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