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Botdra

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Everything posted by Botdra

  1. That's funny, I had just started on doing this myself for JA with Video Enhance AI. Your results seem a bit better than what I got, I assume it's because you're using Gigapixel and doing things frame by frame?
  2. That may be version-specific? It didn't display for me, even after discovering that error and double-checking in Radiant. Or perhaps it is supposed to and just flat out didn't for some odd reason.
  3. Turns out we did have some progressive JPEGS that we had to resave as Basline Standard JPEGs in Photoshop. Doesn't explain why Kalek could load the map in base JA and I couldn't, but at least this info is here for anyone else who runs into this issue. Also, NetRadiant-custom was very helpful as it was the only software that told the user, upon loading a .map file, that there were progressive JPEGs and specifically what files.
  4. I've had a lot of trouble with FFMPEG, as well as trying to find a decent GUI for it. What exactly would the reverse parameters/commands be? The plan is that I want to upscale JA's (and maybe JO's) cutscenes and release it as a mod for the community, but without a proper way to capture those files in a non-ROQ format, I'm a bit stuck. EDIT: Found a working GUI, FFMPEG did the trick, thanks.
  5. I think it's fairly safe to assume that this isn't the problem, since Kalek got this working and we're using all the same textures. I've confirmed and overwritten the texture files several times to make sure that's the case. As you said, the message is quite vague so I'm not sure what else to troubleshoot.
  6. I'm looking to convert JA's ROQ files to a more practical format. I tried using Quake Video Maker, importing the ROQ as a "animation sequence", but while it does import successfully, both the preview and the exported files are slightly glitchy versions of the original format. Check out the red planet on the left, for example: https://imgur.com/a/8RL0SaA Am I missing something? Is there another way to do this?
  7. I'm trying to get a BSP I made to load but no matter what I do it crashes upon devmapping. @Kalek got it working no problem which tells me the explanation I saw online of a funky texture needing to be a TGA and not JPG isn't the solution. So, when he makes an sends me the BSP it crashes. I make my own BSP, same thing. Using compile mode (single) BSP -meta. JAmp: v1.0.1.0 win-x86 Jan 5 2014 ----- FS_Startup ----- Current search path: D:\Steam\steamapps\common\Jedi Academy\GameData\base\z_ja_unlimited.pk3 (4 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\mapextras2.pk3 (28 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\mapextras.pk3 (55 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\hogwarts.pk3 (122 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\GGWeaponsFix.pk3 (17 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets3.pk3 (16 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets2.pk3 (62 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets1.pk3 (8320 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets0.pk3 (15346 files) D:\Steam\steamapps\common\Jedi Academy\GameData/base ---------------------- 23970 files in pk3 files execing mpdefault.cfg execing jampconfig.cfg execing autoexec.cfg ...detecting CPU, found Intel Pentium IV ------- Input Initialization ------- Skipping check for DirectInput Joystick is not active. ------------------------------------ ...initializing QGL succeeded ...setting mode 6: 1024 768 FS ...using colorsbits of 32 ...calling CDS: ok ...created window@0,0 (1024x768) Initializing OpenGL driver ...getting DC: succeeded ...GLW_ChoosePFD( 32, 24, 8 ) ...219 PFDs found ...hardware acceleration found ...PIXELFORMAT 11 selected ...creating GL context: succeeded ...making context current: succeeded Initializing OpenGL extensions ...GL_S3_s3tc available ...GL_EXT_texture_compression_s3tc available ...no tc preference specified .....using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_env_add ...GL_EXT_texture_filter_anisotropic available ...using GL_EXT_texture_filter_anisotropic ...Using GL_EXT_texture_edge_clamp ...using WGL_EXT_swap_control ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...using GL_EXT_point_parameters GL_VENDOR: NVIDIA Corporation GL_RENDERER: NVIDIA GeForce RTX 3060/PCIe/SSE2 GL_VERSION: 4.6.0 NVIDIA 512.59 GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 32768 GL_MAX_ACTIVE_TEXTURES_ARB: 4 PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits) MODE: 6, 1024 x 768 fullscreen hz:60 GAMMA: hardware w/ 0 overbright bits CPU: Intel Pentium IV @ 3696 MHz rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_LINEAR picmip: 0 texture bits: 32 lightmap texture bits: 0 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: enabled compressed lightmaps: disabled texture compression method: GL_EXT_texture_compression_s3tc anisotropic filtering: enabled (16.000000 of 16.000000) Dynamic Glow: disabled ------- sound initialization ------- Initializing DirectSound - using ancient version of DirectX -- this will slow FPS locked hardware. ok ----- Sound Info ----- sound system is muted 1 stereo 32768 samples 16 samplebits 1 submission_chunk 22050 speed 0x14c60050 dma buffer No background file. ---------------------- ------------------------------------ --- ambient sound initialization --- Sound memory manager started Loading dll file ui. --- Common Initialization Complete --- Winsock Initialized Opening IP socket: localhost:29070 Hostname: DESKTOP-T81I82T IP: 192.168.56.1 IP: 192.168.0.217 ]\devmap hp_hogwarts_26 ------ Server Initialization ------ Server: hp_hogwarts_26 ----- FS_Startup ----- Current search path: D:\Steam\steamapps\common\Jedi Academy\GameData\base\z_ja_unlimited.pk3 (4 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\mapextras2.pk3 (28 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\mapextras.pk3 (55 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\hogwarts.pk3 (122 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\GGWeaponsFix.pk3 (17 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets3.pk3 (16 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets2.pk3 (62 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets1.pk3 (8320 files) D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets0.pk3 (15346 files) D:\Steam\steamapps\common\Jedi Academy\GameData/base ---------------------- 47940 files in pk3 files Loading dll file jampgame. ------- Game Initialization ------- gamename: basejka_mod gamedate: Mar 11 2008 Bot route data not found for hp_hogwarts_26 Loading dll file ui. Loading dll file cgame. Shutting down OpenGL subsystem Requested feature was omitted at compile time
  8. Good to see some love for some of these less-popular Star Wars games. Episode 1 was a lot of fun. These recreations are excellently done.
  9. Long time no see. I used to have a mode for MP back in the day that let move the camera around to take screenshots of my skins, but no clue what it was. It had a slider interface. I can't find another good way of taking screenshots in JA so unfortunately you'll be stuck with these ModView ones. Bando Gora has been submitted for approval, here's the final version for reference. Maybe at some point I'll add custom sounds from Star Wars: Bounty Hunter, but otherwise it's finished Because of the new Lego Star Wars game, I made a quick and dirty reskin of the protocol droid. Here is H1-NT (aka "hint") who gives players hints about the game. Good news is it's done, bad news is I didn't realize that it had it's own skeleton/animations so it doesn't work in-game and just defaults to Katarn instead. Probably should've thought of that sooner... oh well. If anyone wants to try to fix that issue let me know, I likely won't be doing so myself anytime soon.
  10. Botdra

    Bando Gora

    Version 1

    117 downloads

    This is a skin of the Bando Gora based on the game Star Wars: Bounty Hunter. +++++++++++++ Installation: +++++++++++++ Open the .zip file and extract the files to your Jedi Academy base folder. +++++++++++++ Other: +++++++++++++ If you wish to contact me for using this mod elsewhere, reporting bugs, etc. you can do so by reaching out on JKHub. Enjoy!
  11. This one is kind of off-topic, but I'm also working on a Reshade preset for Jedi Academy. For those who don't know about Reshade, it's a way for you to implement post-processing effects on pretty much any game. It works with Direct X and OpenGL luckily. It's certainly not as mind-blowing as some of the rendering work being done by other modders right now, but it's far more user-friendly and it's already working. My preset includes: - Anti-Aliasing - Mouse-Based Motion Blur - Ambient Occlusion - Lens Flare - Anamorphic Depth of Field - Debanding - Bloom - Reflections I've tried to use these all sparingly. I didn't want to go overboard and I wanted it to feel natural within the environment of Jedi Academy. Here's a video showing the preset in its current state. Please note the FPS is poor in some areas, this is NOT due to Reshade. I never experienced FPS under 60 until I started screen capturing this too. It is 4K after all, and I had my browser, Blender, and a few other things open in the background too. Reshade has surprisingly good performance. Now of course, nothing is without compromise. There are several issues with using Reshade: - Reshade is always on, not just in game. Therefore, menus have the same effects on them (another reason for me to keep things dialed back) - It cannot detect the UI very well, so the depth of field effect can blur out some areas of the HUD - Sabers look weird in front of some reflective surfaces - Reflections are applied to EVERY surface based on angle of view, therefore it can't detect that sand textures shouldn't be shiny. Indoor areas look great, however.
  12. Since it's taking several days to get the file approved, here's a download link for the Clone Sergeant: http://www.mediafire.com/file/kdfioxelbwq4cwh/CloneSergeantPhaseI.zip/file
  13. I don't think I've seen yours. I'll check it out, thanks. Not sure which one you meant, but I agree fully in both cases. ?
  14. 381 downloads

    This is skin of the Clone Sergeant Phase 1 from the game Star Wars: Galaxy of Heroes. +++++++++++++ Installation: +++++++++++++ Open the .zip file and extract the files to your Jedi Academy base folder. +++++++++++++ Other: +++++++++++++ If you wish to contact me for using this mod elsewhere, reporting bugs, etc. you can do so by reaching out on JKHub. Enjoy!
  15. I just got JA on Steam and obviously we all have lots of extra time right now, so I figured why not? Thanks, glad you like them. More to come. I'll be uploading them shortly.
  16. Thank you. I'm not sure if it's the same issue.,. If it's not crashing does that mean there isn't an issue? For instance, I've got a 4096x4096 texture of the ground from the first Yavin mission. If the mod actually loads and the texture is a multiple of 2, shouldn't that work? As a side note, if you're interested in contributing - since it seems like you attempted to do the same - let me know. EDIT: I also just tried saving that texture as Baseline (not Progressive), still no luck. So, it's proper resolution, not saved as progressive, and still no luck.
  17. So I lost those skins ages ago, but I'm remaking them now. I got some better references of the Bando Gora and I think it looks much more accurate now. As for the Clone Sergeant, he's been fixed too. I've made his chest insignia/markings more circular as the texture gets stretched out when applied to the model, which is no longer an issue. I've also matched the helmet to the armor much better. As much as I love this model, the helmet doesn't remotely match, it looks way too white and pristine so I've added a bit of wear and tear/dirt and tinted it slightly towards the yellow/brown hue we see in the armor. It's not perfect and with another 10-15 minutes it could match perfectly but I just couldn't be bothered today.
  18. I've upscaled all the textures in the game (yes, all of them) but I'm having trouble getting the mod to work. I started by loading up the first mission of SP on Yavin so I could see the before, then I would load a mod folder through Setup > Mods. It would take some time to load up again (which makes sense, it's like 2.5GB) but once it finally loads there's no difference whatsoever. Here's what I've tried: - Made sure folder structure and spelling is correct - Tried breaking up the single 2.5GB .pk3 into multiple 500MB (thought maybe the engine wouldn't load a .pk3 that large) - Sticking it straight in my base folder instead of loading from a mod folder - Renamed it to start with "zzz" to ensure it loads last I made the PK3 by simply using WinRAR to create a .zip and then renaming it to .pk3. The guides I've read online said that shouldn't be a problem, and based on load times it clearly is loading/detecting the .PK3, but thought I'd mention that just in case. PakScape does not work properly on my PC. Any ideas?
  19. Back on the good ol' FileFront site there was a mod released by the name of Jedi Academy Unlimited. All it did was unlock several limits on the amount of mods you could use at a given time. I don't know any more details than that, sadly, and haven't been able to find it online anywhere. Anyone remember this or happen to have a copy?
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