Hellfire Jedi Posted February 29, 2004 Share Posted February 29, 2004 Hap, perhaps in the next ST version for JA, if there is one, could you have a varient where there is no helmet, but luke's or han solo's head? Coolies, see ya. Link to comment Share on other sites More sharing options...
Pahricida Posted February 29, 2004 Share Posted February 29, 2004 Your Stormtrooper replaces Jedi Academy's default Model. Default JKA had a Stormtrooper/officer Skin. It was simply a Stormtrooper with a pauldron. This is Ravens Default Stormtrooper Officer: And this is what comes out when using your Stormtrooper: I don't know wether you have JA or not ... Link to comment Share on other sites More sharing options...
TK-8252 Posted February 29, 2004 Share Posted February 29, 2004 No, he doesn't have Jedi Academy yet. *cough* Let's all pitch in and buy him a copy! *cough* I already went through and changed the Stormtrooper Officer's skin file so that it looks no different than a regular Stormtrooper. Link to comment Share on other sites More sharing options...
Pahricida Posted February 29, 2004 Share Posted February 29, 2004 Nah ... I'm sure Hap will release an updated Version ... sometime. at least I hope so... He should have someone who covers all necessary work for JA Models And could you send your files to Webmaster@Jedi-Knight3.de ? jedi-knight3.de is the biggest German spoken comunity page for Jedi Academy and Jedi Knight 2. Link to comment Share on other sites More sharing options...
Infinity Blade Posted March 1, 2004 Author Share Posted March 1, 2004 The JA version of the model is already done, as are the appropriate skin files to replace the officer and such. The only reason it isn't out already is we have yet to test n' tweak a few things for JA, and that process goes much slower without owning a copy of the game. It'll come out in due course.. just, as I said, be patient. Link to comment Share on other sites More sharing options...
HapSlash Posted March 1, 2004 Share Posted March 1, 2004 I want to thank everyone for all their kind words and encouragement during the creation of this project. Sorry that I haven't been able to respond to each of you individually, but I'm still working on those models. As far as the JA officer skin is concerned, I'm afraid you'll have to do without for the time being. There really is no way I'm aware of to make the pauldron visible, but you can rewrite the skin file to make it appear as the basic trooper (as TK mentioned). Before I forget,... Does JA have a disruptor weapon like JO's rifle? If so, how does it handle the surfaces that are turned "off"? I had a problem while putting this model together for JO. I originally had the Stormtrooper & Sandtrooper together using one model. When the Stormtrooper was disintegrated, the invisible backpack, pauldron, and ammo pouches of the Sandtrooper started glowing as well, completely ruining the effect. I know JA has many models with multiple surfaces, and am wondering if it's something I should worry about. Link to comment Share on other sites More sharing options...
Pahricida Posted March 1, 2004 Share Posted March 1, 2004 Yeah exactly the same flaw I've noticed with NeoMarz1's and Psykosith's Clonetroopers ... If you engage in duelmode the same problem appears. I'll give it a shot ... maybe I can find something out. These are Raven's skinfiles for the Stormtrooper and the ST-Officer that were included in the assets: http://home.arcor.de/pahricida/model_default.skin http://home.arcor.de/pahricida/model_officer.skin It's the same model ... just some surfaces turned of via the skin file. Wait a second am I allowed to post this stuff here? Link to comment Share on other sites More sharing options...
Strider74205 Posted March 1, 2004 Share Posted March 1, 2004 you can also edit the npc files in assets1.pk3/ext_data/npcs so that stormtrooper officers appear as the sand trooper. trust me it works, and it looks cool too. Only problem for me is a drop in frame rate for which the only explanation is that every time you see a storm trooper it has to convert the JK model to JA, so having a lot of them on screen makes the thing chug a bit. Link to comment Share on other sites More sharing options...
Pahricida Posted March 1, 2004 Share Posted March 1, 2004 About Strider74205's proposal ... I don't think Sandtroopers would really fit a hoth environment ... Sure it would be cool to have Sandtroopers instead of Stormie Officers on siege_desert, but they just aren't "neutral" enough to fit into every environment. So in my opinion changing the npc file is also just a stopgap. guess we just have to pray there will be a JA conversion Link to comment Share on other sites More sharing options...
CaladienJedi Posted March 1, 2004 Share Posted March 1, 2004 Ok This is pretty simple. Now to ''Surf'' Things off For JKA and Not Have them show up In duels/force... Meh, heres how Example: hips,models/players/kyle/hips.jpg Now Say you wanna take the hips off, Simply change that(above) to this(below) hips,*off Hope that helps Link to comment Share on other sites More sharing options...
Infinity Blade Posted March 1, 2004 Author Share Posted March 1, 2004 Originally posted by Pahricida guess we just have to pray there will be a JA conversion I've already addressed this. Originally posted by CaladienJedi Ok This is pretty simple. I've already done this... I think Hap was more wondering was if the skin files act more as a surf/npcs file in JA, or if the *off functions more like leaving the texture location "clear" in the skin files of JA. If you don't enter in the texture data, it doesn't render the texture, but does apply the disintegrate effect to the invisible parts. I think the question he said should say: Does the Disruptor disintegration effect occur on parts of a model that have *off set in the skin file? We'd test it, but neither of us have JA yet. Link to comment Share on other sites More sharing options...
Strider74205 Posted March 1, 2004 Share Posted March 1, 2004 Well, of course sand troopers don't work well on hoth thats why i left the snowtrooper alone, it has its own model in JA, and a good one in my opinion. I did find that the sand trooper looked a bit out of place so I copied the clean textures from the storm trooper model over to the sand trooper. Now they look fine. Since they are different models i didn't have to mess with turning surfaces on or off. If you put "clear" in for one of the textures in JA it will be invisible in game, but it'll still show up with a burn across it when you slash it with your lightsaber. You have to turn a surface off in an npc file to avoid this. Also i'm just doing this for my own amusement, not to release (in case there was any confusion). Link to comment Share on other sites More sharing options...
HapSlash Posted March 1, 2004 Share Posted March 1, 2004 Yeah exactly the same flaw I've noticed with NeoMarz1's and Psykosith's Clonetroopers ... you can also edit the npc files in assets1.pk3/ext_data/npcs You have to turn a surface off in an npc file to avoid this. I thought that might be the case,... Excuse my ignorance, but does the npc file work in MP as well, or is it for SP use only? Link to comment Share on other sites More sharing options...
CaladienJedi Posted March 1, 2004 Share Posted March 1, 2004 If you guys need help with testing in JKA, I'll be happy to help you out If you wanna contact me about it... Email Is Caladien@msn.com (also my msn) And My Aim is RougeDevil87. Im always on aim/msn so it shouldnt be a prob getting ahold of me. Link to comment Share on other sites More sharing options...
Strider74205 Posted March 2, 2004 Share Posted March 2, 2004 Single player only i'm afraid. It contains all of the data for non-player characters in game. In JA they are all seperate whereas in JO its one big file that you can find in assets1.pk3/ext_data. In JO if you want to switch an npc to a new model you have to put all the stuff or at least the model and skin files into a new folder with a jedi, reborn, or st (there are a few others too) prefix on it. so to get the storm trooper officers in JO to use your sand trooper model I would have to copy the contents of the sandtrooper folder into a new folder and call it stsandtrooper or something. Then I would go into npc.cfg and edit the stofficer entry so it looks something like this. STOfficer { playerModel stsandtrooper health 60 headPitchRangeDown 30 reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 rank ensign scale 110 playerTeam enemy enemyTeam player // race klingon class stormtrooper height 68 crouchheight 52 walkSpeed 51 runSpeed 200 snd stofficer1 sndcombat stofficer1 sndextra stofficer1 yawspeed 90 walkSpeed 55 runSpeed 200 dismemberProbHead 99 dismemberProbArms 99 dismemberProbLegs 99 dismemberProbHands 99 dismemberProbWaist 99 } Since the original used the stormtrooper model it had surfaces turned off and on so i just deleted those lines. Also since this one uses the default skin i deleted a line that said customSkin. viola, instant sand trooper. to make it use the red or blue (or black or white) skins just add a customSkin line like this customSkin red In JA you don't need to make a new folder, and also the npc file has more data, like you can set what weapon the npc carries and such. hope i could help, i learned most of this through trial and error, but once you get it all down its easy to replace just about every character and enemy in either game. oh and in JA don't forget to set the NPC files as read-only before you put them in the pk3, otherwise it doesn't work, lol. Link to comment Share on other sites More sharing options...
TK-8252 Posted March 2, 2004 Share Posted March 2, 2004 Putting *off in the skin file only makes the surface appear invisible, unless it is sniped, glowing, etc.. NPCs can have a "surfOff <surface>" line in their NPC file and that will completely remove a surface. In multiplayer, a skin can have a "model_<default, blue, red, etc.>.surf" file that turns a surface off as on the NPC. (surfOff <surface>) And this is the better way to turn off surfaces, because they are gone completely. I'll tell you what I have done with the Stormtrooper Officers. Remember those Field Troopers in Dark Forces II: Jedi Knight and Mysteries of the Sith? Well if you don't, they were simply a Stormtrooper but with a backback and pauldron and either a repeater or rail detonator. Well I've brought them back! Link to comment Share on other sites More sharing options...
The Cheat Posted March 2, 2004 Share Posted March 2, 2004 those dirtied up stormtroopers look very cool. i like them a lot more then the shiny clean ones, look more realistic in my opinion. Link to comment Share on other sites More sharing options...
t3rr0r Posted March 2, 2004 Share Posted March 2, 2004 hey tk, mind posting those .npc files? or at least the text? i haven't done any npc editing in a long time, so i could use a refresher. Link to comment Share on other sites More sharing options...
TK-8252 Posted March 2, 2004 Share Posted March 2, 2004 Please note, that in a mod of mine, I've increased the skill of many Imperial NPCs, so that they're superior to mercenaries. I've also made more dismemberment. SandtrooperSquadLeader { playerModel sandtrooper crouchheight 38 headPitchRangeDown 30 weapon WP_BLASTER rank commander aggression 5 aim 5 evasion 5 intelligence 5 move 5 reactions 5 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_STORMTROOPER health 80 yawSpeed 110 walkSpeed 55 runSpeed 200 snd stofficer2 sndcombat stofficer2 sndextra stofficer2 dismemberProbHead 100 dismemberProbArms 100 dismemberProbHands 100 dismemberProbLegs 100 dismemberProbWaist 100 } SandtrooperNoPack { playerModel sandtrooper customSkin default_no-pack crouchheight 38 headPitchRangeDown 30 weapon WP_REPEATER rank commander aggression 5 aim 5 evasion 5 intelligence 5 move 5 reactions 5 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_STORMTROOPER health 80 yawSpeed 110 walkSpeed 55 runSpeed 200 snd stofficer1 sndcombat stofficer1 sndextra stofficer1 dismemberProbHead 100 dismemberProbArms 100 dismemberProbHands 100 dismemberProbLegs 100 dismemberProbWaist 100 } SandtrooperSergeant { playerModel sandtrooper customSkin white crouchheight 38 headPitchRangeDown 30 weapon WP_BLASTER rank lt aggression 5 aim 5 evasion 5 intelligence 5 move 5 reactions 5 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_STORMTROOPER health 80 yawSpeed 110 walkSpeed 55 runSpeed 200 snd stofficer1 sndcombat stofficer1 sndextra stofficer1 dismemberProbHead 100 dismemberProbArms 100 dismemberProbHands 100 dismemberProbLegs 100 dismemberProbWaist 100 } Sandtrooper { playerModel sandtrooper customSkin black crouchheight 38 headPitchRangeDown 30 weapon WP_REPEATER rank crewman aggression 5 aim 5 evasion 5 intelligence 5 move 5 reactions 5 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_STORMTROOPER health 80 yawSpeed 110 walkSpeed 55 runSpeed 200 snd stofficer2 sndcombat stofficer2 sndextra stofficer2 dismemberProbHead 100 dismemberProbArms 100 dismemberProbHands 100 dismemberProbLegs 100 dismemberProbWaist 100 } STCommander { playerModel stormtrooper customSkin default_field-red crouchheight 38 headPitchRangeDown 30 weapon WP_REPEATER rank commander aggression 5 aim 5 evasion 5 intelligence 5 move 5 reactions 5 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_STORMTROOPER health 80 yawSpeed 110 walkSpeed 55 runSpeed 200 snd stofficer2 sndcombat stofficer2 sndextra stofficer2 dismemberProbHead 100 dismemberProbArms 100 dismemberProbHands 100 dismemberProbLegs 100 dismemberProbWaist 100 } STOfficer { playerModel stormtrooper customSkin default_field-orange crouchheight 38 headPitchRangeDown 30 weapon WP_FLECHETTE rank lt aggression 5 aim 5 evasion 5 intelligence 5 move 5 reactions 5 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_STORMTROOPER health 80 walkSpeed 55 runSpeed 200 snd stofficer1 sndcombat stofficer1 sndextra stofficer1 dismemberProbArms 10 dismemberProbHands 20 } STOfficerAlt { playerModel stormtrooper customSkin default_yellow weapon WP_ROCKET_LAUNCHER health 80 headPitchRangeDown 30 reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 rank crewman playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER // race klingon class CLASS_STORMTROOPER crouchheight 38 walkSpeed 51 runSpeed 200 snd st3 sndcombat st3 sndextra st3 yawspeed 100 walkSpeed 55 runSpeed 200 dismemberProbHead 100 dismemberProbArms 100 dismemberProbLegs 100 dismemberProbHands 100 dismemberProbWaist 100 } I'm including the new Sandtrooper reskin with NPCs and Field Trooper skins in this mod, so HapSlash, may I have permission to use your Stormtrooper, Sandtrooper, and E-11 Blaster Rifle models in this mod? Full credit given. Link to comment Share on other sites More sharing options...
HapSlash Posted March 2, 2004 Share Posted March 2, 2004 Originally posted by TK-8252 Putting *off in the skin file only makes the surface appear invisible, unless it is sniped, glowing, etc.. That's odd,... I was just told by several of my team mates on the Dark Forces mod that it does remove the model parts like the surf files do for JO. HapSlash, may I have permission to use your Stormtrooper, Sandtrooper, and E-11 Blaster Rifle models in this mod? I would rather not have any JA conversion mods released for the JO version of the model, especially considering how close the JA trooper is to being finished. Link to comment Share on other sites More sharing options...
ronbrothers Posted March 2, 2004 Share Posted March 2, 2004 TK-8252, your work looks great. Link to comment Share on other sites More sharing options...
DarkLord60 Posted March 2, 2004 Share Posted March 2, 2004 Holy crap those are awesome! Link to comment Share on other sites More sharing options...
CaladienJedi Posted March 2, 2004 Share Posted March 2, 2004 Yea, hap, it does. If it didnt Then why would raven use *off in the custom carectors . Cant wait to get the JA version of the model . Great Work! Link to comment Share on other sites More sharing options...
Infinity Blade Posted March 3, 2004 Author Share Posted March 3, 2004 Originally posted by TK-8252 I'm including the new Sandtrooper reskin with NPCs and Field Trooper skins in this mod, so HapSlash, may I have permission to use your Stormtrooper, Sandtrooper, and E-11 Blaster Rifle models in this mod? Full credit given. [/b] So am I to understand that you want to take his models from two releases, their textures, and one of his custom weapons...... Then add a Very small texture change to the sand trooper, possibly a recolored shoulder texture, throw in some skin and npc files, then slap your name on it for the mod sites and stick his name in a readme? That, and you ask permission within 2 to 3 days from his JO release. I don't mean to sound offensive, but I do have a problem with this. I can understand if you wanted to release a mod as an addition to his. You could just throw the texture or two, then the skin and npc files into a pk3, then give him credit in the readme for the original textures. Then people can download Hap's, then your file if they really want. Your pk3 would override the texture(s), and add the skins and such. Also people who already have it don't have to download a big file, and Hap doesn't have someone taking his months of work and slapping it in their own file which includes maybe a day's worth of work. That, and I've said a few times now that the JA version is essentially done except for tweaks. I'd suggest waiting for it, as it should just be a matter of days. Link to comment Share on other sites More sharing options...
TK-8252 Posted March 3, 2004 Share Posted March 3, 2004 Originally posted by HapSlash I would rather not have any JA conversion mods released for the JO version of the model, especially considering how close the JA trooper is to being finished. Okay, I'll just keep the mod to myself for a while until you can get that Jedi Academy version. Originally posted by ronbrothers TK-8252, your work looks great. It's just a recolored pauldron and a small Sandtrooper fix... what's so great about it? Originally posted by CaladienJedi Yea, hap, it does. If it didnt Then why would raven use *off in the custom carectors . Hmm... I'll have to look into this further. Originally posted by Infinity Blade Then add a Very small texture change to the sand trooper, possibly a recolored shoulder texture, throw in some skin and npc files, then slap your name on it for the mod sites and stick his name in a readme? That, and you ask permission within 2 to 3 days from his JO release. Absolutely not. These new Field Troopers and Sandtrooper fix would be only a small part of this huge mod I'm making for Jedi Academy, over 40 MB in size and growing. The mod I've made includes dozens of my own skins, tons of new and fixed NPCs, sound fixes in multiplayer and single player, new blaster effects, and some other things as well. Originally posted by Infinity Blade I don't mean to sound offensive, but I do have a problem with this. I can understand if you wanted to release a mod as an addition to his. You could just throw the texture or two, then the skin and npc files into a pk3, then give him credit in the readme for the original textures. Then people can download Hap's, then your file if they really want. Your pk3 would override the texture(s), and add the skins and such. Also people who already have it don't have to download a big file, and Hap doesn't have someone taking his months of work and slapping it in their own file which includes maybe a day's worth of work. It's much easier for the downloader to get everything needed in one download, rather than having to download all the models seperatly. It would be pretty hard to gather all the Field Trooper parts too without the entire model to work with. Link to comment Share on other sites More sharing options...
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