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RebornKyle

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Everything posted by RebornKyle

  1. On the first thing, should I make the weatherzone brushes detail then, in the future? For the second paragraph, I see now that the weather is generated in JAEnhanced, I'll see if it generates in base JA if I take out the ones from 2003. I can't explain why the outside brushes (or maybe something else entirely) make the insides work properly on the first run though, and not any subsequent ones. I'm not an expert by any means, but I will test further in base Jedi Academy instead of JAEnhanced just to see what the differences are, if any.
  2. Totally right about the inside and outside brushes, that could've caused the crash. I may have to just add weatherzones, as attempting to delete the outside brushes without decompiling has proved fruitless. The problem with that is they're in very strange spots on the map. I'm talking between caulk, out of bounds, etc., and seem to cover the whole map. From what I understood from looking at base Jedi Academy maps, weatherzones need to be changed to the misc_weather_zone entity, and made a structural brush. Anything else I'm missing? I wont attempt to add the inside brushes further, but they were also structural, but considered worldspawn brushes Finally, the weather cache is an interesting one. JAEnhanced generates a separate .weather file into the MyGames/JAEnhanced/maps section. I didn't even know it was possible to generate one of those, I didn't see any info for that on JKHub. But regardless, my working theory is that at first load, Jedi Academy attempts to read from a .weather file (found in base maps folder) to reduce load time. If there are none, someone at JAEnhanced figured out to generate a new .weather file for a map so that this isn't an issue in the future, and no error is thrown. Jedi Academy is able to recognize the original outside brushes in Jedi Outcast and utilize them. But every time you reload the map, the .weather file that was generated, couldn't find the nonexistent weatherzones when made, so it rains globally instead. I'll try later to just add weatherzones to the outside brushes and see if that works. Maybe someone from JAEnhanced is still active and could explain/could be contacted about the generating .weather?
  3. Ok, so after hours of testing, I got the brushes to appear in netradiant when importing BSP into the editor, I did this by taking the map, decompiling it, adding the brushes to where I wanted, deleted EVERYTHING except those brushes, merged that with main. All to avoid a compile. LOL. However, attempting to select the level in-game brought an immediate crash before the loading screen even appeared. So frankly, I'm at a loss, but I've made significant progress. To give a broad overview, I'm attempting to fix yavin_swamp from Jedi Academy Outcast mod, so it has proper weatherzones like before and generally looks like it did in Outcast. I have managed to accomplish everything, from fixed shaders to scripting, EXCEPT for the weatherzones, as they are brushes. Not only that, but there are already outside brushes all over yavin_swamp (in strange places I might add imo) that don't have weatherzones. Long story short, everything is functional, except it rains indoors. There is ONE exception to this however. Upon first compile and loading of the map, and as long as you don't reload it AT ALL, some of the old weatherzones do work! I don't know why, and perhaps someone with more knowledge can explain this. I've attached the two zones that I found that works when this happens, in addition to the console output upon first compile and load. The other two images are what the game looks like with fixed water, fog, rain, etc. EDIT: for reference, I am also using JA Enhanced as a baseline, OpenJK mod
  4. Haha thank you, figured out as soon as I posted it. Now to just align the brushes properly I guess
  5. Hm, when trying to do this, it complains that its not in IBSP format. I checked both files and they're RBSP with version 1. I also checked a base Jedi Academy map just to confirm, and it also has RBSP v1. What am I doing wrong in this case? EDIT: NVM, figured out I need to specify the game when merging with -ja -game. Seems like it worked, now I just gotta try and align the brushes properly, I guess?
  6. You're right, when looking at the code solution, it seems the title crawl is hardcoded to check for language, then play the correct one based on that, with defaulting back to English. Really disappointing, as it seems its not easily fixable to tell the game to switch crawls without adding a new language duplicate of English. At best for each mod I'd have to create a duplicate if statement for each file pointing towards a different jk0101_sw type file each time -_- thank you though!
  7. SomaZ looks the most promising but yeah it seems to not be able to manipulate brushes yet, though it looks like you can edit the lightmap which I thought was not possible too. For a misc_bsp, how would you go about doing that? I'm not knowledgeable on that.
  8. Is this possible? I want to add some brushes to a .bsp, but doing the decompile method breaks many other properties of the map. Just wondering if it's possible to add only a few brushes without having to break the map. From what I've gathered in tutorials and forums here, it isn't, but I'm happy to be proven wrong.
  9. This is moreso what I'm hoping to avoid doing I think, but thank you anyway. If possible, I'd like to have one overall base mod using OpenJK (like the mentioned JA+, or Galactic Legacy) and then incorporate mods that use batch files to load, but instead just have it load the correct campaign on loading the base mod aforementioned. I have an idea of how to set up the main menus to do this, where you could pick and choose, just like in GL. The problem has been the title crawl always reverting to the Jedi Academy one. I probably just don't understand it as I've never made a title crawl for this game myself.
  10. Is it possible to have multiple opening crawls per game file? There are lots of mods that use it I'd like to incorporate, without having to mess with the files each time to get the proper one to play. I noticed that it is possible, though not sure how, with the base Jedi Academy game, but I've yet to see it work with OpenJK.
  11. Hi, not sure if this is the correct forum to place this, but I wanted to give a PSA for those that use JAO mod and are disappointed by its bugs. Didn't see a solved discussion on this small but glaring issue. In order for the gun on doom_detention to work (the one where you get to shoot down tie fighters in a minigame), you only have to move the misc_panel_turret entity's origin by +5 on the y-axis. What I think was happening was that it was so close to the wall of the ship, the generated bolts were actually impacting on the wall it was next to. So if you do that, the bolts will now travel out and hit the ships, enabling you to complete the minigame. This doesn't fix the bug that the green bolts that should pop out from the gun appear invisible, but that just seems to be an entirely different bug, one that also afflicts the Lady Luck's gun in ns_starpad. Perhaps one day I'll see what causes that.
  12. Happy to say this worked! Kyle and co. are no longer schizophrenic, pretending to hold a crystal. It pops in clear as day. This also fixes the Nar Shaddaa bar scene, which was afflicted by this bug the most. Linken, it's not very scientific or even smart to do this, but all I did was duplicate the if statements found in the OpenJK project mentioning _humanoid for it to work. Thanks again!
  13. Oh wow thank you! Yes I'm able to compile OpenJK myself, wouldn't have guessed this was required for the skeleton as other than this and the head turning you mentioned, it works rather well. I would've guessed bone mismatch or something. Honestly I should've realized it though because that's how I managed to fix Galak and his animations, among many many other things that JKA either didn't bother importing or disabled completely.
  14. I use the Jedi Academy Outcast mod frequently, and the author explained that the reason for some cutscenes missing objects that characters are holding in base Outcast is due to "a handbolt issue" My understanding is that this is referring to the bone structures being different in key ways between the two games. My question is, what causes this particular issue? And is it fixable? I've been able to fix some of the issues of that mod, and this would be the last major thing I could fix if I could figure it out. I've attached an image to show what I mean in case people don't know. It is the cutscene in Mon Mothma's office after the second mission of JK2, where Kyle is supposed to be holding a crystal. This happens to every JK2 animated npc. Objects disappear! But they can reappear if say its a lightsaber and thrown in the air, but will then disappear again once it travels back to their hand. I believe that may be the key there to solving this.
  15. So recently I moved my files from my old laptop to this new one, among them the old games like Jedi Academy I have downloaded. All work properly EXCEPT JKA, as its brightness slider will not work. I also tried setting it manually with the r_gamma cvar in console, to also no effect. What would be the issue causing this? Everything else is fine, just this problem. I am also using Windows for both, so it couldn't be an OS issue, but I wouldn't expect the brightness to be affected by that anyway.
  16. Thank you that is indeed where it was. Also, the walking sounds I found are specified via animation in a animevents.cfg that you have to include for walk sounds to work. In case anyone else has the same issues
  17. I came across this and was wondering if someone could specify the location of the hard-code for this. I have a background in coding so no tutorial necessary, I just cannot for the life of me find the file that specifies this behavior! I have an NPC that has idle sounds as well as walking sounds, obviously I cannot do that with .pk3 alone. If anyone could help me find the file, much appreciated!
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