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RobiWanKen0bi

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Everything posted by RobiWanKen0bi

  1. Hello everyone! I'm trying to organize an old demo mod of DF2 to make it more playable and came across some issue I can't really resolve. The font is normal with the default JA datapad but when using the .menu from the DF2 mod it really messes up the size. Tried to eliminate, change and whatnot certain .menu files, but I still can't find the one needed to resize the fonts. I believe you can see them in the previews in the attachments. Can someone help me? The font is different (more like JO) on the Inventory screen as you can barely see. And the font on the Force and Weapon screens are huge. I couldn't screenshot it without the CS (even tried binding but won't work on the datapad screen)
  2. I had a similar issue, when I tried to add music to stages, but with extra research I've resolved it. It was something with converting the sound file to mono 16bit and not be able to convert it back to stereo, even though it was 44100Hz in audacity.
  3. Hey, the new update looks better. The movement commands are now smoother. This tool really helped me to easily make changes to maps and I really have fun using it. However it sometimes messes up parts of the map for some reason and I hope you can find a solution for it. As you can see in the images that I'm doing modifications to the Dark Forces 2 maps and sometimes it messes up the location of the spawn point of characters - they spawn lower than they should (in the floor). And sometimes it messes up the location of the map objects - the rocks in the valley of jedi appear to be floating now and they can't be modified directly in the Bsp editor, so I'm sure I didn't mess it up. Can you please look into this?
  4. Ooooh I totally forgot about the Preferences..... It works now! Everything works! Thank you, Lazarus for your help! And thanks Darth Aesthetica for the advice!
  5. Glad to be of service. Good luck with the update!
  6. This appears to be the best solution, but for now I'm having trouble in creating IBI files. My BehavED.exe Saves and exports TXT files, but doesn't generate IBI. After searching tutorials on that, I'm missing something. Compile doesn't really do anything visible to me.
  7. Okay, so I managed to make it work with the exe file. What I've noticed that the colors are mostly all black and white. Even if the maps are unpacked from the .pk3 and with the textures too. Tried this with a couple of maps so far. EDIT: And the following commands sometimes don't work: Viewport Controlls: W - Move camera forward A - Move camera to the left S - Move camera backwards D - Move camera to the right C - Move camera downwards All in all this is a great tool. Thank you for making it!
  8. Trying to run BSP Entity Edit.exe "Operation did not complete successfully because the file contains a virus or potentially unwanted software." Windows Defender deleted it afterwards.
  9. I see. So I need to add that bit to a script (set_winter_gear TRUE) in the beginning of a level and it will keep that code for winter gear until I change it in another level ((set_winter_gear FALSE)). I saw that the winter gear script triggers in hoth2.bsp (map) and there's no set_winter_gear part in the scripts of hoth3.bsp. So I'm guiessing the script to turn off the winter gear was called in a cutscene in the aftermath of the Hoth missions. On the other hand I've managed to add this to the beginning of the game: exec autoexec.cfg and autoexec.cfg is: seta g_char_model "Kyle" seta g_char_skin_head "model_default" seta g_char_skin_torso "model_default" seta g_char_skin_legs "model_default" seta snd "Kyle" seta sex "m" seta name "Kyle" seta g_saber "saber_rahn" seta g_saber_color "green" Maybe in mid game I can call another autoexec (e.g. autoexec2.cfg) to change g_char_skin_torso? Btw my Kyle model already has different skins (with jacket on, without etc.). I think it's the model from the user, Tompa.
  10. Hello everyone! I'm trying to make changes to some SP maps and after so much researching (and failing) I need to ask for help. Does anybody know how to change default player model for specific SP map? Let me be more specific, I've added a MOD to be able to play JO in JA. In that mod you play as Kyle so the playermodel uses default Kyle model. In cinematic there's a way to change the models and I've done so already, but not sure how exactly to make it work for the actual gameplay. I know there's a way since in JA SP we have the different playermodel for the Hoth missions. I've even found the script in hoth2.bsp { "targetname" "wintergear" "usescript" "hoth2/playerwintergear" "origin" "-2280 9976 1032" "classname" "target_scriptrunner" } and tried adding it to the .ent file and compiling it to the .bsp (with q3map2.exe) I've even added torso_g1.skin in playermodel\kyle. What I want is to have Kyle appear in different clothes for a couple of missions (e.g. with jacket on). Any help would be appreciated.
  11. Bot support? New content? Also is it me, or some textures are missing?
  12. Did all that, but I'm not sure can you "USE" the datapads in the cantina. I can USE the bouncer for the scenes and the patrons for talking but nothing else. I see in the pk3 files that the datapads contain text, but in-game I can't read them. The models are scattered in the cantina and I've found them all as far as I know, but can't use/read them. I'm using OpenJK and a widescreen setting. Could that affect the game or?
  13. @GPChannel Wow! This Kyle looks amazing. Will you be releasing him separately, or only in the MD? MD currently has the 3rd update from last year, as far as I know.
  14. Ok, I've found the secret area below and got a Patriotic datapad, but... am I bananas or what? I can't figure out this part. Been everywhere, tried to "use" everything but nothing moves the story forward. -_-
  15. I found out that you can either do that or send a droid to the bouncer. I've looked around in the String files to find that out, but I can't manipulate the JBox, nor I can acces the room where you can order the droid to enter the cantina. Only with the noclip cheat I can access the area.
  16. Hello. The MOD is amazing, but I'm having trouble with the datapads in the cantina. Apparently I need to use them to get clues for distracting the bouncer, but I am unable. In the cantina I can't use weapons, nor force powers. Can somebody help me?
    It seems a texture is missing on the lower metal platform (all around, on the sides). Other than that the map looks good. EDIT: This one is missing and can be re-added (after a little research): textures\impgarrison\metal_lg.jpg Also the hauler (ship) is missing, or has been removed on purpose, but the invisible barrier is still there. I suggest re-ading the ship. The music is good, but I prefer the duel.mp3 which was in the JO campaign (against Tavion).
  17. It's been awhile since I've searched for this and it was impossible at that time, but maybe things have changed. Is it possible to make the AI a bit smarter and use any kind of vehicles during multiplayer? The bots currently enter and then jump out of ships.
    Looks great, but there are a lot of missing textures here. You need to have the JO texture pack to use this map properly. Can you at least point out which textures are needed (kejim, bespin, imp_detention, doomgiver)?
  18. Thanks, Lancelot, but I already knew about that one (and it's not dated IMO. I even replaced some of the models with HD ones from JKhub). I thought you were referring to DF2 demo.
  19. Wait a minute, did I get it right? There's already a demo with the first level?
  20. We appreciate the time you take to create such a huge project/MOD. Any chance for a demo version?
  21. It seems I had more knowledge and skills 10 years ago I guess. Before I've made a map in GTK Radiant, but now after all these times it seems I forgot how to use GTK Radiant, cuz to shortly say, it won't display anything when I try to open a map file. It displays nothing, no textures, no objects, nothing. Maybe it's cuz my JA is installed on a different drive (Not the default C:). Maybe it's cuz of Windows 10, who knows... Anyway I want to quickly add a different model (for example in a map with 4 JediTrainers I want one Luke, so it will be 4 JediTrainers and 1 Luke, OR if unable to add, then replace one JediTrainer with Luke) onto an ENT file, so I could compile it to a map. (BSP) I've always wanted to add Luke to the Yavin courtyard map in JO. It's the final battle at the Academy and he's absent. Is this possible through these lines? { "classname" "NPC_Jedi" "targetname" "squad6" "origin" "1324 -412 88" "NPC_target4" "ff_death" "NPC_targetname" "jedi_helper1" } or { "classname" "NPC_Jedi" "angle" "315" "spawnflags" "32" "origin" "-204 -780 288" "NPC_targetname" "saber_student1" "targetname" "saber_room" } EDIT: It seems I'm figuring this out on my own. I'll let everyone know if I solve it.
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