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Langerd

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Posts posted by Langerd

  1. Ouch, a bit late to notice that, but I've experimented and apparently having ships fly slower than 1000-1300 causes them to fall down inevitably. I can't remember how scaled down the ships I tested were, but I assume perhaps 1/4 or even 1/8 their normal size, or somewhere in-between. Going by that measure, a map as large as it can be (128000 units side to side) with ships that small can reach an apparent size of 14.4 km (1/4) or 28.8 km (1/8) side to side. Basically the only other way aside from code modifications to create some decent space combat.

     

    Scale them down to 1/100 and you can fit two Death Star I in the map :P

    In my opinion it is great idea to do that.. maybe not 1/100 but small enough to make it fun! I checked it in the Openjk .. and i am starting to ...think i should cooperetive with Someone to put this mod into this. I checked modifications made by Noodle - defenitely makes everything much cleaner easier and better. .. without oaying attention on the base folder and other pk3 files... i should go on with the modding i am a little kinda like "standing in one place"

  2. It is, but if changed all footsteps in MP will be metallic.

    with default _humanoid i think... when i was making WALL-E the sound of the tracks was in the animevent i believe. It is because all player models skins are using - _humanoid. If change that in the glm - If You will make _humanoid_robo with its own animevents - it should work ... buuuuuuuut low chances that it will work in MP .... eeehhhh

    dark_apprentice likes this
  3.  

     
    As @@DT85 advised, I created a new face with no expression.
    As for eyebrow, right eyebrow is raised. I hope you don't feel there is anything strange about it. If you are not convinced by it, please request to me within 1 week.
     
    SbGlnfo.jpg
    jrXI5w4.jpg
    WYivAjt.jpg
     
    ugMZ0W5.jpg
    9eakcwl.jpg
    8rtEe73.jpg

     

    I think making model with that method should end with many color and lightning fixes. Only his face has light on the surface - most of his bold head doesnt which looks kinda weird. 

    yasuakiNk likes this
  4. Making a _humanoid for a specific playermodel, then giving anim sounds in the animevents file might work, but will most likely not work in MP

    I always thought that modding for MP is so limited... to change anything is like 100% code work, with models there are a lot of problems , animations are stiff and very low fps in my opinion and most important... scripts... most of them dont work... at all.

    J19 likes this
  5. Apparently this bone had a different rotation. What should be its rotation for the animation to work?

    Well as i typed later - i think that You need to change frames in the cfg file..Just check exactly number of keyframes , count them and check if the animations that You want to replace use exactly that frame of the animation.

  6. Have You moved bone called : motion ? Sometimes bugs appears when You do something with it. To be honest - dont do anything with it. Not sure what exactly it is for but it made my animations looking very weird sometimes.

     

    Also when looking at this .. I think You must do some changes in the cfg file.If You made both animations - the game reads animations from the wrong frame. Check exactly which frame it should start.

     

     

  7. @@Langerd Except it looks kinda weird when blocking with a Staff Saber..... Is there a way to change the one that the Staff Sabers use, without changing the Single Sabers' animation?

    Also, what's the animation used for the Dual Sabers?

     

    Edit: I've also made a change to the *.cfg file:

    This makes it so that shift will make you either walk or block + walk. Depending on what Blocking Style or weapon you're using.

    I also discovered that with the animation changed, it actually can be used quite effectively in 1 v 1 duels if they're using the Fast-Style.

    Check in the modview. I think all of blocking animations are right next to each other.

  8. I have an error - File written by newer Blender binary: 270.6, expect loss of data!

    which version of Blender You use?

    With blender it is also important to set the refrence of the original _humanoid.. from the manual:
     

    GLM les reference the GLA they're for (for Jedi Academy's
    playermodels that's \models/players/ humanoid/ humanoid.gla") and the im-
    porter loads the skeleton as well. Here you can set a dierent GLA to use
    instead, using Jedi Academy's base-relative notation (e.g.
    \models/players/ humanoid kor1/ humanoid kor1.gla"). This will only work if
    the number of bones matches.
  9. @@Langerd

    There are plenty of ideas. But envisioning them, writing them down and realizing them are three different things.

    If there would be a way to illustrate all the ideas in a way, that would be cool. People would get more of an idea what you would like

    to see, which is hard to achieve with plain text.

     

    But you are right. We could collect ideas. Feel free to post yours here. Maybe we can get more members to post their ideas here, which

    could increase the chance to get this feature done.

    Well i am aware that it is easier said than done ^^ 

     

    But coders who might be intrested in some of those ideas would try to make them , take them as some kind of challange or maybe even for fun. These would be only the ideas :P But i dont exaclty know in which thread i should put something like this - in modding suggestion or coding and scripting thread/

  10. Have you managed to kill all the rebels? I still don't know if the map is too hard or too easy. 

     

     

     

    Sometimes stormtroopers tend to die a lot. I'm wondering if I should increase the amount of allies that are allowed to die or just completly removed that parameter. It just wouldn't make sense to me that the facility could be considered defended if all the troops are dead with your exception. 

     

    There's a luck factor that influence your gameplay. Sometimes the rebels will be really strong, sometimes they will be really weak, and sometimes you'll find some middle ground. If you see at the rebel troops faces, you'll see they are not always the default one, and they change from time to time. Sometimes they'll be equipped with E-11 blasters and sometimes with Demp2, sometimes they'll use alt-fire and sometimes they wont. It's all a matter of luck. 

     

    The AT-STs don't work at the same time. There's one that's deployed first and once that one is destroyed, the second one takes its place. If no AT-ST is destroyed, the second one will protect the main entrance once rebel troops start arriving from the sky. 

     

    Glad you like the map, I hope I can upgrade it and upload it soon. The lamp idea you're talking about would be like the ones seen in Hoth or something different? 

    The map is definitely hard..  The only thing that is a little annoying for me is that blaster seems like ball  gun... tennis ball gun. That is why i made it in the Canny Silverino mod (i changed it to the blaster .. bowcaster is too strong for tennis balls) . Enemies should go after 1-2 shots max. 

     

    Maybe add some stormtrooper officers or commanders. For me this map is a little too hard.

  11. For me at least, probably the most annoying feature in Jedi Academy's customisation menu is the fact the characters are walking

    a straight line while the camera pans around them in a 360 degree angle. It gets more annoying when you try to customise your character.

     

    Let's say you want to customise Spanki's Jedi model. Instead of having a straightforward look to see if the model is the way you want it, you

    have to wait until the character turns around. It's like waiting for a minute hand on a clock.

     

    So, my idea is to have a feature instead where you can turn around the characters manually left or right. This is something that is common in many games, like Mass Effect and Star Wars: Force Arena.

    Annoying...as...bantha shiet on the boot.

     

    Yep ! Defienetly. I think @@Lancelot we should make post with many ideas that Coders would note and think about.

    Lancelot likes this
  12. @@Langerd Thanks lol. I changed it to / instead of Alt, because I use Alt for Force Heal. I just used Z though, because I want to change weapons, still. About changing the animations, do you have any idea on what the blocking animations are? I can't find them :/

    You Have them in the modview in the middle - under the mindtrick and melee animations. 

     

    ctrl+f and type this :both_p1_s1_bl

     

    all animations to the : both_p1_s1_T_ for the single saber.

     

    Trust me i was chaning some animations for Vader ;) 

     

     

     

    I accidently double posted lol, how do I delete it? I'm new here, sorry lol.

    Sometimes it happens when You spam post button. Everytime You post something just copy whole (ctrl+a and ctrl+c to not lose Your comment) wait. When i refresh the site the comment is there ;)

  13. Thank you for answering my questions.

     

    The mistery with this game is that You can not even contact them to ask nor anything, they are dead to this extent.

     

    If the author is not providing the copyright information are we not free to assume that the license of these models became some CC? You can not look up their terms: game website, studio website, not even in their wikipedia. Studio ereased all traces of own existence.

    Well so i think it is in some way legal now. .. as far as i know the license can die or it could be bought by someone else. In my country if You want to set something that is Yours overall if You want to patent it - You must pay for it i think every 10 years. If You will stop pay Your conent is not defended by a copyrights.. There is a diffrence in the copyrights and the feeling , thinking that something is Yours.. dont know how exactly it works and i might be wrong 

  14. @@Langerd Nice lol. Do you mind if I use your version?

    Also, you could try using a different key to make it less "annoying" That is, if you have any more keys you can use lol.

    Like, for example, if you aren't going to use any other weapons, you could try using the mouse-wheel to toggle it. Also, I'll be using it for my "Rebel Conversion Mod" - a mod I probably won't be releasing. At least, not for a while. I might change the animations, too. What animations would I change, though? I'll look around in ModView for a bit, see what I can find :)

    i dont like mouse wheel so i will not using it. 

     

    Yeah sure ^^ no problem to use it. Just change the "alt" key for something Your taste.

  15. Kinect is crossed out then. Everything involved in the flow of the money is not an option.

     

    How about,

    I have in mind a game produced over 7 years ago shutdown a few years ago. You can not play it anymore, noone is making any money out of it. It was purely digital. Models are still to be found... quality models - rotting.

     

    I assume porting from old JK Games, Battlefronts is fine because the Developers are not making any money out of it and game itself died, correct me if I am being stupid.

    Well it is like being fair to the orignal author of these models then ;) i am not sure about lincense of these models.. They are not making any money out of it it is true .. but in some way porting is still seeing as the illegal move... 

    k4far likes this
  16. @@Droidy365

    Well i checked that and it is amazing when i want to deflect the lasers.. but when i was fighting with a jedi .. my character was not making any autoblock even when i was not use the alt for block. So i made small Cfg file.
     

    set style1 "g_saberAutoBlocking 1 ; set previousstyle vstr style2 ; set nextstyle vstr style1 ; echo Lightsaber Fight Style" 
    set style2 "g_saberAutoBlocking 0 ; set previousstyle vstr style1 ; set nextstyle vstr style1 ; echo Blaster Deflect Style"
     
    set previousstyle "vstr style2"
    set nextstyle "vstr style2"
    vstr style1
     
    bind z "vstr previousstyle"
     
    bind alt +block

     

    Well i made it from Zoom cfg made by Circa. It is simply switch the style every time i press z. it is a little annoying but it fixes the problem ;)

  17. Well i am keep dying and losing the game : Too many Your allies have died.

    Am i doing something wrong or i am bad at this game? 

    I understand that turrets are on the back because it would be too easy . One of The At St are not moving and rebels are strong as f@ck .. When Rebel using rocket launcher shots homing missle ... i am dead. even if i am trying to jump walk behind the walls etc.

    It is very hard mod BUT I RLY LIKE IT!! Atmosphere is 10/10 The map and feeling of the facility . The style of the gameplay is great too. The only thing i would add are some sharp strong spot lamps and maybe some variation of the terrain. It looks like the whole place is a floor.

    Rly Like Your works !

    yeyo JK likes this
  18. Well, I made two *.cfg files that toggles manual blocking.

     

    Block0:

    This one disables it, but I have MOUSE3 set to lightning, usually.

     

    Block1:

    This one enables it, but it also makes me unable to use lightning the way I usually do.

     

    Obviously, you can change the different keys to suit you better :)

    Holy Shiet... Can i use this for my mod??

     

    THIS WORKS PERFECTLY!!! The only thing is the Stance is player model holds saber up which looks weird .. but i can change animations ^^

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