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Teancum

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Posts posted by Teancum

  1. So I've been banging my head against a wall trying to kitbash JO models (Mercenary Kyle is a JO model, so I had to do the rest that way). Then it hit me. Rather than kitbashing, what if I make the way the code references "species" different? The stock game looks for playerchoice.txt in the models/players/[playermodel]/ folder. For the Dark Forces mod it will simply look for kylechoice.txt. This means I can swap out Kyle models, but it won't load the default species. It saves me lots of headache with kitbashing, too.

  2. So great news, I may be getting a job at a software production company! I just finished my second interview on Friday. If I get the job it will be a full time position building VR simulations with Unity.

     

    That being said, I plan to make things even more efficient in the mod:

    • So the more I think about it the more I'm not ready to do two different ammo types for the Assault Cannon. It's so terribly involved.to create a whole secondary ammo set, run that in the HUD, etc. The Assault Cannon will now run plasma cells (power cells). The secondary fire will behave like a rocket, but will be a blue burst of energy. Both firing modes will include bonus damage against droids and armored power suits (I.E. Dark Troopers) to compensate.
    • The Jet Trooper will stand in for our Phase II Dark Trooper. Now that Disney Interactive stuff is fair game I plan to convert the Empire At War Dark Trooper, but that's much further down the line.
    • I've started kitbashing Kyle with his JO/JA counterpart.
  3. Shaders will have to be written, unfortunately. But if you want to select from the textures, do it from the drop down menu at the top. Select Textures --> newmots to load them up in the editor. They will need to be added to the same folder as wherever you told GTKRadiant JA is installed. I told it /Games/Jedi Academy/ (instead of /Games/Jedi Academy/GameData/ as I didn't want this in my default game directory). So in my tools my textures go in /Games/Jedi Academy/base/textures. Note that it creates the /base folder for you if there wasn't one already. Your maps would go in /base/maps.

    swegmaster likes this
  4. So...what does this mean exactly? I see everyone is having a great reaction, but I'm a bit in the dark here still.

    @@eezstreet broke it down in the first post, so I'll repost what he's written and try to break it down a bit simpler:

     

    There's several key takeaways from this section which differ from the original game's EULA, of which I have bolded:

    • User-Generated Content can't be "defamatory, harassing, threatening, bigoted, hateful, violent, vulgar, obscene, pornographic, or otherwise offensive." Of course, this has some room for interpretation - couldn't you argue that all mods for a game such as this are violent?
    • Activision's original EULA mentioned that they retain all rights to any "new levels" that you create to Jedi Academy/Jedi Outcast, but this license is a bit more specific - they say they can promote the content or make derivative works, which I think is interesting. The "otherwise exploit" part is a bit scary though, I definitely wouldn't have worded it like that.
    • By making your User-Generated Content, it has to be of stuff that you actually own (with a very large exception). Also it says that you can't charge other people for User-Generated Content or for people to help you make User-Generated Content.
    • And lastly, there's this clause here, which basically states that you're allowed to port between any Disney Interactive games. It also says that you can create a derivative game from any Disney Interactive game, but that game is also considered a User-Generated Content.
    • No offensive mods can be made (racist, pornographic, the list goes on)
    • Technically Disney Interactive owns the rights to user-made levels, and now they reserve the right to promote them if they want
    • You can't charge money for mods, and you need to make your own content (don't steal content from other games)... with the exception of
    • We may use any content from games under Disney Interactive (though I'd keep it to Star Wars), but in doing so we give all rights up to Disney as far as ownership goes
    TheWhitePhoenix likes this
  5. So I'm done messing around with Altyr 5 (the first level) for now. I've added basic lighting, fixed a TON of map errors, and added in a little AI. It was a fun distraction, but I need to move forward with the Dark Forces mod. An updated version of the level will be released (in PK3 form) along with all the original readmes. Just run it in a subfolder like any other SP mod. I make no promises with this level, I was just messing around. If JKHub staff wants to upload it officially, that's fine.

     

    Playable mod files and .MAP to be uploaded soon.

     

    **EDIT**

     

    https://www.mediafire.com/?zkb4q7b5rhe0mb7 -- Altyr5.map file

    http://www.mediafire.com/download/mpxj9ld93cb39tu/mots_altyr5_prealpha.7z -- Updated build of mod (well, the first level anyway) with all readme files intact

    swegmaster and Jeff like this
  6. And lastly, there's this clause here, which basically states that you're allowed to port between any Disney Interactive games. It also says that you can create a derivative game from any Disney Interactive game, but that game is also considered a User-Generated Content.

    I want to let out a HUGE hoo-rah for this one. I really don't care about who owns the rights if Disney Interactive lets us port stuff back and forth. They can own all the rights to my work if I include some of theirs. I'm not in it for the fame anyway. Makes me wonder whether other games have been updated too.

     

    When you think about it, it's a really smart clause. It basically is a "you can use our stuff, but then we can use yours" kind of deal, except you relinquish ownership. Which, to be fair, would already apply to 98% of mods out there, since they're Star Wars themed anyway.

  7. Yeah, I'll say that for all the remaining levels except Jabba's Ship the builds were WAY further along than what I have. Unfortunately that means some of the awesome features didn't make it in. Still, I guess continuing with what we have is better than nothing, right?

     

    On a better note I heard back from Darth_Linux about a week and a half ago. He said he contact the person who wanted to take over the mod when he stopped in 2008, and if I didn't hear from in a few weeks I can officially take over.

  8. For testing the level without lighting (fastest) just use Q3Map2 (single) BSP -meta. If you want to test lighting, the fastest way is to run that first part, then once that is complete run Q3Map2 (single test) -light -faster. If you want a more final style compile use Q3Map2 (test) BSP -meta -vis -light fast -filter, and on your very last compile before you release something select Q3Map2 (final) BSP -meta -vis -light -fast -filter -super 2 -bounce 8. I would run that last one overnight, it takes a really long time depending on the complexity of your map and how fast your PC is.

    swegmaster likes this
  9.  

    Hey, First of all thanks for Your help, menu looks promising now but I wanted to ask one more thing: 

     

    https://jkhub.org/albums/NmXm8

     

    On the third picture You can see Bastila Shan menu for example. My goal is to make such menu for every character. You know you click on character icon and it gets you to such menu. The problem is that I cant find way to make the menu just for ONE character. This menu uses some feeder things which I believe is hard coded somwehere. So is it even possible to make this customization menu working for one model alone? If it is what is the command of setting a ghoul model to this view window... Because it starts off with twileks .. humans etc.. 

     

    @@Teancum

    It does indeed feed in from the current player model set by the player, so as far as that goes I'm not really sure how to display a character that isn't currently the player model from jaconfig.cfg. Basically in your second pic you'll need to have a .cfg file for each character icon. So if you click on Bastila you'll have a line that says "exec bastila.cfg" which will set the player model and skins. Then you jump to one species menu without the species button and you're done. But yeah, you'll need a config file for every single character you add. The good news is you only need one "species" menu.
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