anti2
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Everything posted by anti2
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Anniversary Campaign Expansion mod
anti2 replied to WhiteSaber's topic in General Modding Discussions
Hey, Maybe you have other mods installed which modify UI and override ui/ingamemissionselect2.menu file? I think I renamed mod files, so they have other names now. "modace....pk3" or something like that. -
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Version 0.4
719 downloads
PBR textures to use with compatible renderers (rend2 in particular). This package covers most of SP textures and some of MP. It also includes reflection probes for SP levels, There are some known issues, especially with md3 normal maps, and please report in comments about any problems you see. Installation Extract two pk3 files to the "base" directory. Note: base color textures override default diffuse textures. As a result, this package makes everything look flat with vanilla renderer. I recommend to install OpenJK with rend2 plus "Setup UI" (or use console commands) to enable reflections, parallax mapping and SSAO. Usage All modders are allowed to use these files in their project without additional permission, but if you fix bugs in my shaders or textures please share them with me to keep this package up to date. -
Version 1
38 downloads
PBR textures for Ladder map. The original map itself (here) isn't included. Also, you need to download latest OpenJK with rend2 renderer. Wall texture (textures/impdetention/512_512lights) isn't PRB-ed and just upscaled, because a) I couldn't recreate blinking glow effect in its shader. b) Light on vertical edges of walls look too sharp (although it can be fixed in radiant). Note that it won't look good with vanilla renderer, because albedo textures here override default diffuse textures. -
Modding in general is in grey area, and voice cloning isn't regulated legally yet. Besides, actors play different characters with different voices. NN copies character's voice, not actor's. Who actually owns this voice, actor who played it or game publisher/IP holder? The fact actors - some or majority - oppose something doesn't mean they're right. It's just opinion. I personally support them in two situations: a. I believe, it's not acceptable to clone voice for commercial purposes. b. It's not acceptable to use cloned voice to generate offensive content. General mods don't hurt anybody. There is nothing bad in using cloned voices for mods unles they violate my (a) and (b). You can't ban it even if you wanted. Fighting progress is hopeless. Progress can't be stopped.
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3ds Max Quake III MD3 Exporter Multi-Version Pack
anti2 commented on Archangel35757's file in Utilities
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Version 0.1
83 downloads
Cyrillic fonts (Windows-1251 encoding for Russian, Belarussian, Ukrainian, Serbian, Bulgarian etc) in high resolution. Should work for English text, but less accurate, because I manually improved parameters of cyrilic characters. Not compatible with French/Spanish/German and other languages using extended latin characters. These fonts are also compatible with Jedi Outcast. Installation: Extract pk3 file and copy to the game's Base folder. -
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Version 0.0.3
34 downloads
JAFont is a tool that converts .ttf fonts to a usable font format in JA. It was created by JAfont by Wudan, OJP et al, built with help from Bejitt and Fracman. 0.0.3 version by ykas. usage: jaFont <command> <fontfile> <size> <JAfontname> [-cyr] [scale:<scale>] [yshift:<y_shift>] Required parameters (order matters): <command> - should be always equal to -create\n"); <fontfile> - name of the font (ttf) file including file extension <size> - font size <JAfontname> - font name used in JO/JA Optional parameters: -cyr - add this keyword to use cyrillc encoding (Windows-1251) scale:<float> - scale down font size, use with large <size> values to increase font resolution (default value: 1.) yshift:<integer> - add vertical offset to all symbols to adjust text vertical coorinate (default value: 0) Example: jaFont -create SW_Foxes.ttf 28 anewhope -cyr scale:0.5 Resulting .fontdat and .png images will be placed in the executeable's directory. In the example above, anewhope.fontdat and anewhope.png would be created. When packaging the fonts it is important that you do NOT alter the original PK3 files, and place your new fonts in a new PK3 file, this is pretty much standard procedure for "replacing" game assets. Note: Since 0.0.2 version doesn't work anymore, this version is based on the original 0.0.1a sources. Changes: * support of cyrillic fonts * font scale * vertical shift Note #2: For Jedi Outcast, manually convert png image to tga (and don't forget about alpha channel). -
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The tutorial is a bit too detailed, but absolutely great and absolutely unique. Please, don't abandon it. My result:
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The tutorial is a bit too detailed, but absolutely great and absolutely unique. Please, don't abandon it. My result:
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Not sure what exactly do you mean. Either removed jpeg artifacts which make all faces look spotted, like they have some problems with blood, or, probably, it's about specularity. Yes, they used raw photos to make textures in q3, and neural net was trained with PBR textures, so it's using albedo map with removed specularity data to add details on upscaled texture. And yes, skin poors aren't so noticeable, because they're not highlighted on texture. But they're still in place after upsamplng. Even more then on original texture.
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429 downloads
AI-upscaled x2 textures for default game characters. The pack includes textures for: Alora, Alora2, Boba Fett, Chewbacca, Cultist, Imperial, Jedi, JediTrainer, Kyle, Luke, MutantRancor, R2D2, R5D2, Rancor, Reborn, Reborn New, Reborn Twin, Rocket Trooper, Rodian, Rosh Penin, Snowtrooper, Stormtrooper, Tavion New. How to install: copy pk3 file to the GameData/Base directory. Note: Textures for jedi take about 3/4 size of the archive, because or transparency for single player character customization. -
Yes: 1) to take the key from the docks worker and smuggler, 2) mind trick, and 3) there is a locked droid (you should free it first), it can open a backdoor, leading to this air duct. The problem is, my characters limit at elevenlabs was about to expire, so I didn't re-record minor changes. For example, like article "the" which sometimes is barely audible. Plus, it's a headache. To get at least acceptable intonation, i neeed to regenerate the same phrase multiple times, and, in some cases, cut and combine captured tracks.
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Thanks. In fact, almost everything here works without entities modding. Transition to new cutscenes is done in menu files. I don't plan to add more content in this mod. It took 1,5+ months for me to build it, and now I need to go into commercial projects. But I'm going to update the mod to 1.0 version after I get more feedback about existing problems, plus I'll include to 1.0 slightly-slightly modified original cutscene of the first tier (in this case, I used entities modding, yes). - - - BTW guys, i'm really curious how do you get to the Nar Shaddaa's docks control center? There are three ways do get inside.
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Thanks, I'm really pleased. Indeed, I'm not a native speaker, and it was too large script for me to proofread it thoroughly. Unfortunately. I'll check the problem with datapads, but do you use patched OpenJK? It's also possible that some other mod in your game overrides MENUS.str file or some menu files. In general, all found datapads should be available by Tab button, and that's what MENUS_DATAPADTOOLTIP says: "Open mission screen [Tab]".