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Posts posted by Akkarin
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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!
Langerd likes this -
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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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 think changing those will not affect the character's rank in any way. If anything, it might just make them dumber
Still, don't take my word for it. Experiment! Just remember to make back-ups, just in case.
Now, who among us knows this stuff better? Maybe @@eezstreet or @@Jeff?
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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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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HI all,
does anyone know the icarus command to get the same camera effect as in the kyle cutscene in taspir2.
Thanks
krkarr likes this -
Does tweaking evasion and reaction to 0 help with it and put the rank to civilian?
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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!
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Thanks DT, I will try this.
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Hi all,
in modern games the lightning is on the face is rendered and not printed on the texture of the face for example. I recently made my first model from scratch and painted the texture of the face in zbrush, but in game the texture looks bad compared to standard or the good models from here.
So my question to the texture artists here, how do you bake the textures in zbrush with the shadow and normal and bump maps so that the model looks good in jedi academy?
Thank you!
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Hello there MGummelt,
I have a question. Is there anyway in the code (cvar or else) to change the players size? Npc files have the option to change the size but the player has not?
Thank you
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I search for a luke model to replace him in the cutscenes as well and your models are outstanding! Yes its wired to have the same model in a scene two times.
Diary of a mad man
in WIPs, Teasers & Releases
Posted
Great work and big thanks for sharing. I am so looking forward to the new season.