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Old 02-29-2004, 12:46 AM   #121
Zappa_0
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Awesome! I'll be giving it a border line 11!
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Old 02-29-2004, 10:19 AM   #122
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Arrghhhh,.... I just realized that I forgot to write down the commands to change the pauldron color into the readme.txt of the Sandtrooper. For those who want to, just open the console then type either,...

model sandtrooper/sand-w
for the white pauldron or

model sandtrooper/sand-b
for the black.

Sorry about that.


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Old 02-29-2004, 01:06 PM   #123
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Well I just want you to know that there is a bug with the stormtrooper/officer Skin.

The helmet and hips are untextured if you chose the officer Skin and the pauldron is compleatly missing.


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Old 02-29-2004, 01:39 PM   #124
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Hap, these models are absolutely fantastic. Excellent work, my man!


I've got a bad feeling about this...
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Old 02-29-2004, 02:28 PM   #125
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Quote:
Originally posted by Pahricida
Well I just want you to know that there is a bug with the stormtrooper/officer Skin.

The helmet and hips are untextured if you chose the officer Skin and the pauldron is compleatly missing.
Officer skin?... There is no officer skin.


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Old 02-29-2004, 02:56 PM   #126
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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.


I would like to beta test YOUR models
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Old 02-29-2004, 04:46 PM   #127
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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 ...


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Old 02-29-2004, 05:05 PM   #128
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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.
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Old 02-29-2004, 05:13 PM   #129
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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.


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Old 02-29-2004, 10:24 PM   #130
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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.


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Old 03-01-2004, 01:15 AM   #131
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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.


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Old 03-01-2004, 01:28 AM   #132
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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?



Last edited by Pahricida; 03-01-2004 at 01:41 AM.
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Old 03-01-2004, 01:31 AM   #133
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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.


Take my love. Take my land. Take me where I cannot stand. I donít care, Iím still free. You canít take the sky from me. Take me out to the black. Tell Ďem I ainít cominí back. Burn the land And boil the sea. You canít take the sky from me. Have no place I can be Since I found Serenity. But you can't take the sky from me.
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Old 03-01-2004, 01:49 AM   #134
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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



Last edited by Pahricida; 03-01-2004 at 02:06 AM.
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Old 03-01-2004, 01:51 AM   #135
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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


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Old 03-01-2004, 02:36 AM   #136
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Quote:
Originally posted by Pahricida

guess we just have to pray there will be a JA conversion
I've already addressed this.

Quote:
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.


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Old 03-01-2004, 03:55 AM   #137
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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).


Take my love. Take my land. Take me where I cannot stand. I donít care, Iím still free. You canít take the sky from me. Take me out to the black. Tell Ďem I ainít cominí back. Burn the land And boil the sea. You canít take the sky from me. Have no place I can be Since I found Serenity. But you can't take the sky from me.

Last edited by Strider74205; 03-01-2004 at 04:56 AM.
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Old 03-01-2004, 05:55 PM   #138
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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?


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Old 03-01-2004, 07:22 PM   #139
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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.


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Need Help Beta Testing? Ill beta Test your models!
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Old 03-01-2004, 08:32 PM   #140
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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.


Take my love. Take my land. Take me where I cannot stand. I donít care, Iím still free. You canít take the sky from me. Take me out to the black. Tell Ďem I ainít cominí back. Burn the land And boil the sea. You canít take the sky from me. Have no place I can be Since I found Serenity. But you can't take the sky from me.
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Old 03-01-2004, 09:37 PM   #141
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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!

Last edited by TK-8252; 03-14-2004 at 04:58 AM.
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Old 03-01-2004, 11:35 PM   #142
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those dirtied up stormtroopers look very cool. i like them a lot more then the shiny clean ones, look more realistic in my opinion.
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Old 03-01-2004, 11:43 PM   #143
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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.


overlord
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Old 03-02-2004, 12:54 AM   #144
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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.

Last edited by TK-8252; 03-18-2004 at 12:29 AM.
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Old 03-02-2004, 02:34 PM   #145
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Quote:
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.

Quote:

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.


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Old 03-02-2004, 03:54 PM   #146
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TK-8252, your work looks great.


I've got a bad feeling about this...
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Old 03-02-2004, 04:05 PM   #147
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Holy crap those are awesome!


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Old 03-02-2004, 07:14 PM   #148
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Yea, hap, it does. If it didnt Then why would raven use *off in the custom carectors :P.

Cant wait to get the JA version of the model . Great Work!


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Need Help Beta Testing? Ill beta Test your models!
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Old 03-02-2004, 09:13 PM   #149
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Quote:
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.


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Old 03-02-2004, 09:26 PM   #150
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Quote:
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.

Quote:
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?

Quote:
Originally posted by CaladienJedi
Yea, hap, it does. If it didnt Then why would raven use *off in the custom carectors :P.
Hmm... I'll have to look into this further.

Quote:
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.

Quote:
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.
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Old 03-02-2004, 10:22 PM   #151
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Quote:
It's just a recolored pauldron and a small Sandtrooper fix... what's so great about it?

Nothing. I've changed my mind.


I've got a bad feeling about this...
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Old 03-02-2004, 11:19 PM   #152
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wee, blackhole stormtroopers.



anyone know why i get the error "jpeg read error: requested feature was ommited at compile time" when i try to put my own .jpg's on the model? i've had to use .tga's in the meantime.


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Old 03-02-2004, 11:27 PM   #153
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Quote:
Originally posted by TK-8252

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.

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. [/B]
Well, if it's a huge mod, then I can understand that. You really should specify what the mod is along with the request to use someone else's work.

And as far as easier to download, that depends on what the mod is, and if alot of people have the models already. If it was just a few text files and a couple of textures, then I'd say seperate it. If it is a larger mod, then grouping together is fine. As I said, you should've been more specific.

And as far as all the "Field Trooper" parts.. you wouldn't need more than one model if you wait for the JA version. All the sandtrooper and stormtrooper surfaces will be included there.


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Old 03-02-2004, 11:56 PM   #154
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Quote:
Originally posted by t3rr0r
Goodness!

Quote:
Originally posted by Infinity Blade
Well, if it's a huge mod, then I can understand that. You really should specify what the mod is along with the request to use someone else's work.

And as far as easier to download, that depends on what the mod is, and if alot of people have the models already. If it was just a few text files and a couple of textures, then I'd say seperate it. If it is a larger mod, then grouping together is fine. As I said, you should've been more specific.
Yeah, I guess I should have explained the entire mod. I don't want you to think that all I'm doing is changing the Stormtrooper/Sandtrooper, that would be a pretty lousy. BTW, I also gave the black and white pauldron skins for the Sandtrooper their own icons, so they can show up in the profile screen.

Quote:
Originally posted by Infinity Blade
And as far as all the "Field Trooper" parts.. you wouldn't need more than one model if you wait for the JA version. All the sandtrooper and stormtrooper surfaces will be included there.
Well, I've set up the Field Trooper so that it is just another skin in the Sandtrooper model folder, and the skin file uses the Stormtrooper's clean textures. It was much easier for me to get everything set up correctly for the Field Trooper since I had everything together, not seperated into different pk3s.
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Old 03-03-2004, 12:22 AM   #155
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Also, with the JA model, you'll be able to include the two packs that are apart of hips_augment . It wasn't included with the sandtrooper since that part is obscured by the backpack and pouches.

That, and the JA model includes a specular shader.

We originally had the 2 JO models as one, but we kept getting errors when we tried to get the sandtrooper surfaces on in SP. Instead of waiting another week or two to try and find a possible fix, we just seperated them and they work fine. JA on the other hand has no problems, so we just left it as one.


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Old 03-03-2004, 01:24 AM   #156
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Cool I cant wait for the JKA version to be released. If you do need a tester for JKA i would be glad to help. I used to be a file reviewer at www.jk2files.com. My email and MSN messenger address is slelionis@comcast.net.
The JK2 version work fine and recieved 10/10 from me
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Old 03-03-2004, 03:23 AM   #157
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Quote:
Originally posted by t3rr0r
wee, blackhole stormtroopers.

IMAGE

anyone know why i get the error "jpeg read error: requested feature was ommited at compile time" when i try to put my own .jpg's on the model? i've had to use .tga's in the meantime.
Uhmmm... are you getting that with JA or modview?

I'm not sure what would cause that problem. I've used several different textures with different names... both .tga and .jpg . I haven't come across that one, so I'm not exactly sure what causes that error. Of course, I don't have JA either.

All the files were originally saved as Jpg's for the release, so they should work that way. You could try loading up Hap's originals, and paste your textures in, then save over them. If that loads without problem, it could've been just a slight mistake in the naming of a texture or skin file, etc.

To be honest, I can't really think of too much it could be right now. Someone else might know more about it....

EDIT: I do know that there were a few programs that output the .jpg file as .jpeg, and modview wouldn't read the .jpeg extension. I suppose that's another possibility.


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Old 03-03-2004, 06:03 PM   #158
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Just wanted to say thanks for doing these great models. They are already downloaded and installed...
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Old 03-03-2004, 06:09 PM   #159
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Quote:
Originally posted by Infinity Blade
Uhmmm... are you getting that with JA or modview?
ja AND both versions of modview give me this error. when ja comes up with this it just quits to desktop with the mini console saying the error.

Quote:
All the files were originally saved as Jpg's for the release, so they should work that way. You could try loading up Hap's originals, and paste your textures in, then save over them. If that loads without problem, it could've been just a slight mistake in the naming of a texture or skin file, etc.
modview won't even let me use edited versions of the original textures (no renaming).

Quote:
EDIT: I do know that there were a few programs that output the .jpg file as .jpeg, and modview wouldn't read the .jpeg extension. I suppose that's another possibility.
all my .jpg's are .jpg.

i just don't know what the problem is.


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Old 03-03-2004, 06:35 PM   #160
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Is it only with this model that you have the problem?

Neither Hap nor I have had any problems, and with TK's images I'm guessing it worked fine for him too.

Did you maybe switch image editors lately? One possibility is maybe try a different one, or load up a converter and resave it.

If you want, you can email me the helmet texture in .jpg and I can look at a couple things.


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