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anti2

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Everything posted by anti2

  1. Version 0.2

    76 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.
  2. Version 1

    21 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.
  3. 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.
  4. Four directions are marked with colors. There are color markers above the door in each node room (well-lit). They show direction to the next node room.
  5. Version 0.1

    50 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.
  6. anti2

    JAFont

    I submitted new version of JAFont. Approval takes some time (days), but it should be here eventually.
  7. anti2

    JAFont

    Version 0.0.3

    24 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).
  8. anti2

    JAFont

    I added scale parameter to create hi-res fonts. Want to add JO compatibility, but not sure if it's possible.
  9. anti2

    JAFont

    @Laisum Still interested? I've managed to compile old sources, so can build version supporting cyrillic characters.
  10. Must be conflict between mods. Something overrides "ui/ingameforcestatus.menu" after modace_main.pk3 file.
  11. The tutorial is a bit too detailed, but absolutely great and absolutely unique. Please, don't abandon it. My result:
  12. The tutorial is a bit too detailed, but absolutely great and absolutely unique. Please, don't abandon it. My result:
  13. 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.
  14. 293 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.
  15. 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.
  16. 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.
  17. 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]".
  18. Wrong version of OpenJK. Actually, I wanted to make this level irritating, but probably this is gone too far. It makes sense to add a color hints. Atthe other hand, nobody would find secret room then.
  19. Version 1.1

    758 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.
  20. 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).
  21. 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).
  22. 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.
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