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anti2

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Everything posted by anti2

  1. 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).
  2. anti2

    JAFont

    Probably, depends on ttf, because I converted successfully SW_Foxes from the 0.0.2 archive. I'll take a look at the sources this week if I have a time.
  3. anti2

    JAFont

    But I already used it successfully to create cyrillic font.
  4. anti2

    JAFont

    It's Visual C++ 2013, but it's build in a debug config, so you would need to install Visual Studio 2013 itself (not redistributables). Try this:
  5. It's an old mod, and I can't reach you by e-mail. I'd like to use your model in my own SP mod. Is this allowed?
  6. 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:
  7. The tutorial is a bit too detailed, but absolutely great and absolutely unique. Please, don't abandon it. My result:
  8. Thanks, this should help. I can deal with c++. Actually, I already figured out all aspects except saber blocking.
  9. 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.
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