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Everything posted by Akkarin
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- 17 comments
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Great work and big thanks for sharing. I am so looking forward to the new season.
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It still doesn't work. Do you have other ideas. Thanks anyway
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You also need the right folder structure and the actual gla in there. So most easily extract the asset1 models folder and work in it.
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Thanks for the answer. I will try to give the notarget to to the rebornmaster. I didn't know that NPC in Cinematic behavior also look at other NPC near by. Yeah I might want to change the way to kill him in the future. I looked at your scripts for inspiration. Thank you again!
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Yes in order to change the NPC used in this particular cutscene you would need to change the map. Do you know how to ent modding a map?
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In the SDK are the original icraus files. The player model is determined by the cvar entries and the model/skins of other characters are entites defined in the map itself. So if you want to change these models you have to ent mod the specific map.
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Sorry for the double post. @MagSul and @Langerd did you encounter such behavior during your projects? I tried now defining it in a different way but still, the fakeplayer looks at the dead rebornmaster. Any help is highly appreciated.
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Hi to all icarus experts out there! I have two problems in creating cutscenes. 1.) I spawn two actors with ents { "spawnflags" "32" "angle" "180" "origin" "1376 -24 -3176" "classname" "NPC_spawner" "Npc_type" "RebornMasterStaff" "spawnscript" "kor1/invisibleNonSolid" "npc_targetname" "npc_rebornmasterdoor" } { "classname" "NPC_spawner" "Npc_type" "Player" "origin" "1309 -29 -3175" //"spawnflags" "224" "npc_targetname" "npc_fakeplayer2" "angle" "0" "spawnscript" "kor1/invisibleNonSolid" "deathscript" "kor1/playerdeath" } I let them fight each other with a script : use ( "npc_rebornmasterdoor" ); use ( "npc_fakeplayer2" ); affect ( "npc_rebornmasterdoor", FLUSH ) { set ( "SET_INVISIBLE", "false" ); set ( "SET_SOLID", "true" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_NO_ACROBATICS", "true" ); set ( "SET_INVINCIBLE", "true" ); set ( "SET_RUNNING", "true" ); set ( "SET_WEAPON", "WP_SABER" ); set ( "SET_SABERACTIVE", "true" ); set ( "SET_WATCHTARGET", "npc_fakeplayer2" ); set ( "SET_FIRE_WEAPON", "true" ); } affect ( "npc_fakeplayer2", FLUSH ) { set ( "SET_INVISIBLE", "false" ); set ( "SET_FORCE_INVINCIBLE", "true" ); set ( "SET_IGNOREENEMIES", "true" ); set ( "SET_NO_KNOCKBACK", "true" ); set ( "SET_IGNOREALERTS", "true" ); set ( "SET_ORIGIN", < 1333.000 -26.000 -3175.000 > ); set ( "SET_ANGLES", < 0.000 0.000 0.000 > ); set ( "SET_SOLID", "true" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_NO_ACROBATICS", "true" ); set ( "SET_INVINCIBLE", "true" ); set ( "SET_RUNNING", "true" ); set ( "SET_WEAPON", "WP_SABER" ); set ( "SET_SABERACTIVE", "true" ); set ( "SET_WATCHTARGET", "npc_rebornmasterdoor" ); set ( "SET_FIRE_WEAPON", "true" ); } with the next script I want to kill the reborn and let the fakeplayer turn to kylo. Fakeplayer turns as intended, but still looks at the dead reborn affect ( "npc_fakeplayer2", FLUSH ) { set ( "SET_ORIGIN", < 1333.000 -26.000 -3175.000 > ); set ( "SET_MORELIGHT", "true" ); set ( "SET_NO_PVS_CULL", "true" ); set ( "SET_RENDER_CULL_RADIUS", 1000.000 ); set ( "SET_INVISIBLE", "false" ); set ( "SET_SOLID", "true" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_WATCHTARGET", "NULL" ); affect ( "npc_rebornmasterdoor", FLUSH ) { set ( "SET_UNDYING", "false" ); wait ( 3000.000 ); kill ( "npc_rebornmasterdoor" ); affect ( "npc_fakeplayer2", FLUSH ) { set ( "SET_FIRE_WEAPON", "false" ); set ( "SET_SABERACTIVE", "false" ); wait ( 500.000 ); set ( "SET_SABERACTIVE", "false" ); set ( "SET_WATCHTARGET", "npc_fakeKylo2" ); set ( "SET_VIEWTARGET", "npc_fakeKylo2" ); set ( "SET_LOOK_TARGET", "npc_fakeKylo2" ); wait ( 2000.000 ); set ( "SET_WATCHTARGET", "npc_fakeKylo2" ); set ( "SET_VIEWTARGET", "npc_fakeKylo2" ); set ( "SET_LOOK_TARGET", "npc_fakeKylo2" ); set ( "SET_ANIM_BOTH", "BOTH_STAND2" ); set ( "SET_ANIM_HOLDTIME_BOTH", -1.000 ); ... Can someone tell me how to stop the fakeplayer to look at the reborn? 2.) I use a similar foundation with ents and spawning. This time, everytime i run a script my fakeplayer changes its origin to the last position of the player. How can I prevent this? Thank you for your help!
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I finally found the time to experiment. I did not find any combination to avoid the pushing. So if we don't change the code there is no way?
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Thanks for the reply! Then I will use the traditional workflow and hope that at some point you remake it.
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@ChalklYne How is the clean up going? If you find the time, can you elaborate on how the new skeleton will work?
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@@AshuraDX I guess with this backstory you won't release it right? Was this smart material painter version depended?
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Thanks to both of you. The workflow you describe was in your great tutorial, I might find the time to try it on the weekend. @@AshuraDX I am using 2018.2.1 You wrote the smart material converter to Jedi academy for an older version?
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HI all, I have a question for the Substance Painter users here. I would like to know, if there is a new export to JK workflow. I know @@Rooxon https://jkhub.org/topic/10170-advanced-lightsaber-crafting-video-tutorial-series/ tutorial? Thank you!
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- 17 comments
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- 17 comments
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Version v1
515 downloads
Since DT gave us his beautiful Stormtrooper model from TFA, many people ask for this. Maybe it is because the most famous modern Stormtrooper TR-8R needs a weapon to face his enemys. So here it is the Z6 riot control baton The model was created by Hoffy1138 at deviantart. He gave permission to use his great model. I ported it to Jedi Academy and added sound from the movie, credit to LUCASFILM/SKYWALKER SOUND. The grip is optimized for DT's EP7 Stormtrooper. Have fun and enjoy this baton. Traitor!- 17 comments
- 6 reviews
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Any updates on the topic?
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HI all, does anyone know the icarus command to get the same camera effect as in the kyle cutscene in taspir2. Thanks
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Does tweaking evasion and reaction to 0 help with it and put the rank to civilian?
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HI everyone, in SP is there a specific npc setting (rank,class,forcemax, ...) that a lightsaber wielding enemy NOT push out of force grip? Thanks for the help?
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Thanks again I will reorganize my npc replacement and see if this improves the problem
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Hi Punisher, good to hear from you again and thanks for the answer. Normaly I replace the standard npc files of the character so I only add around 15 new npc files to the game at all. Do you know what is the limit of NPC files?
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Hi all, I have a problem. I play a SP and changed a lot of character models. Now on some cutscene randomly the character model disappears or don't play the animation. Next time i load the exact same cutscene a different character disappears. Did anyone stumble across this type of bug? Thanks for the help!