

anti2
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Everything posted by anti2
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479 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]".
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Version 1.2
1,222 downloads
About This is a Single Player mod and it doesn't affect MP. The core idea was to modernize original game without changing anything in its gameplay mechanics or balance. The story was carefully extended, but it's still the same. Hope you like it. First part of the mod is widescreen UI fix. It removes stretching on widescreen displays for most of menus and in-game HUD. Also, camera placement is some cutscenes was modified. Some minor menus aren't affected. Also, I couldn't fix sniper aim. The second part of the mod is content expansion. It includes: * 6 new cutscenes between missions (2 in Tier-1, 3 in Tier-2, 1 in Tier-3), all are voiced by original actor voices generated with AI voice service (elevenlabs.io). * dark ending cutscene is slightly modified. * new mission added in Tier 2. You need to finish all five default missions in tier 2 to play this level. The mission implements some prominent level design ideas from 1990s (not that bad though, after I added hints) Installation Copy mod files to your game's "Base" folder (for Steam version: steamapps/common/Jedi Academy/GameData/Base) * modace_gui.pk3 - contains widescreen UI fix and can be used independently with vanilla game * modace_main.pk3 - requires caexan_gui.pk3 and OpenJK with pull request #1139 (https://github.com/JACoders/OpenJK/pull/1139). New level needs OpenJK to read and write cvar variables. Old OpenJK releases before pull request #1139 have critical bug, and the game crashes at the beginning of the new mission. So please make sure you use the latest version of OpenJK (May 1, 2023 or later). Note: the mod overrides some default game files, like MENUS.str. If you have other installed mods also overriding these files, they may interfere each other. Third Party Credits * Alien Mercenaries 2.0 by The Unguided (credits: Monsoontide, OlgO & NumberWan, Mat Gaunt, Scerendo, AshuraDX, Hoodz, Zahar, BioWare) (https://jkhub.org/files/file/3939-alien-mercenaries/) * Coruscant skybox from The Movie Duels (https://jkhub.org/files/file/3860-star-wars-movie-duels/) * Movie Accurate Gammorean (Jolt - sepulmanz@yahoo.com) * Bounty Hunter by Noodle (https://jkhub.org/files/file/3982-bounty-hunter/) * Ceremonial Luke (https://jkhub.org/files/file/3951-ceremonial-luke-skywalker/) * Omicron's Sith Zabrak 1.0 (https://jkhub.org/files/file/2131-omicrons-sith-zabrak/) * TwiLek Mercenary (https://jkhub.org/files/file/3158-redja-twilek-mercenary-rework/) Huge thanks to all content creators. See detailed information and all readme files in the third_party directory. License You can modify my files freely. Sources (maps and scripts) are included in caexan_main.pk3. You can share the mod with respect to license requirements of included third party mods. -
So, I have pk3 files ready to distribute. Just need to a. Contact remaining authors of mods I used in my mod b. Wait for OpenJK update. Unfortunately, one important feature from my mod doesn't work on vanilla game (collectable datapads).
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Everything is ready. Now I need to polish it and then separate mod files from the original files - this is gonna be painful. Sometimes AI voice is really good. I generated every phrase for a few times and played with settings to get voice tone I wanted, and it worked. Sometimes - it's not so good. In average, it's better then in the first cutscene I did (video is in the first post).
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- 13 comments
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- Star Wars Related
- Custom Sounds
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(and 2 more)
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The idea was to use modern AI voice generator to add some detailes to single player story, which is a bit poor in the original game. The mod won't affect game balance or visuals in any way and should be compatible (hopefully) with popular mods. Contains: - 6 cutscenes between missions; - dark ending cutscene extended; - 1 new level; - widescreen fix for original UI, not comprehensive although. Widescren UI fix doesn't include weapon icons in HUD and sniper aiming. Also, I'll keep it in a separate pk3, so anybody may use it separately, in the vanilla game. Link: Don't pay attention to music, there are a lot of placeholders here: Widescreen HUD and menus:
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Thanks, this should help. I can deal with c++. Actually, I already figured out all aspects except saber blocking.
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I was looking for description of the JA comat system for a some time but with no success. Maybe somebody here can help me? Mainly, i'm intrested how it calculates parrying and how it depends on saber settings (power, for example)? Or, if such description existed somewhere I'd really appreciate the link.