JKHub CommlinkCouncil Review

Barons Hed Remake: Cosmetics, Strafe Courses, and Water Glitches

sephff is developing a Barons Hed remake for JAPro featuring custom cosmetics and strafe courses that utilize classic water glitches. The discussion covers PK3 directory structures for cosmetics, engine compatibility in OpenJK, and a comparison between original low-poly assets and modern high-fidelity remakes.

Channel: #models-skinsSource window: 2025-03-20 13:05 - 2025-03-20 22:528 posts4 views0 votes
Tags: JKAMappingOpenJKMD3PK3Defrag
Contributors: tayst (26), sephff (18), tempust85 (2), singlemothergaming (1)
Comms log
[2025-03-20 13:05] <sephff> @tayst maybe a new cosmetic? lol / [attachment: https://cdn.discordapp.com/attachments/1103343134160728144/1352266858463756328/image.png?ex=6a027ce6&is=6a012b66&hm=361dabed109298a8f59fe15b85e6c73f6bbe619c4cc4ad66d7f37b3a0b0f3aab&]
[2025-03-20 13:15] <tayst> Put it in a pk3 structured models/cosmetics/capes/YOURCOSMETICNAME.md3 (edited)
[2025-03-20 13:16] <tayst> And anyone with the pk3 should be able to see your cosmetic
[2025-03-20 13:16] <tayst> If you get it in that format for me to test I’m happy to add new ones to the releases
[2025-03-20 13:17] <tayst> (Change capes to hats if your new cosmetic is a hat)
[2025-03-20 13:17] <sephff> hell yeah. im making this as a secret thing in map but i think ill need to remove straps for cosmetic. / [attachment: https://cdn.discordapp.com/attachments/1103343134160728144/1352269902312112169/image.png?ex=6a027fbc&is=6a012e3c&hm=2b0df01d66aeee005c476e840f86bcf5dab50e26834202925bd1c6aa86ea1fee&]
[2025-03-20 13:18] <tayst> lol well in that case you could even inject the cosmetic into the map if you really wanted
[2025-03-20 13:18] <tayst> But that kinda bloats the pk3 for anyone not using taystjk
[2025-03-20 13:18] <sephff> yeah im gonna add like 3 strafe courses...so also maybe a reward for doing them lol
[2025-03-20 13:19] <sephff> in barons hed
[2025-03-20 13:19] <tayst> Probably better to include the cosmetics as an optional pk3 alongside the map
[2025-03-20 13:19] <tayst> Oh it’s a japro map?
[2025-03-20 13:19] <tayst> For defrag?
[2025-03-20 13:19] <tayst> Niceee
[2025-03-20 13:19] <sephff> japro ill add timers to it
[2025-03-20 13:19] <tayst> Well yea you can easily add optional cosmetic pk3 download to your map
[2025-03-20 13:19] <tayst> Or we can add them to taystjk
[2025-03-20 13:20] <tayst> Or you can sneaky implant them in your map (probs my least favourite option)
[2025-03-20 13:21] <sephff> nah maybe just add it proper. got 1 course like half way done. uses water glitch tricks in it. still in block out phase. / [attachment: https://cdn.discordapp.com/attachments/1103343134160728144/1352270844491075605/image.png?ex=6a02809d&is=6a012f1d&hm=2c588878e9c65be3533d4b21cc909169167da0d2a9b19adacb2354872e5a9a4f&]
[2025-03-20 13:21] <tayst> Neat
[2025-03-20 13:22] <tayst> Btw have you ever tested these water tricks in base
[2025-03-20 13:22] <tayst> I wonder if they are the same across mods/engines
[2025-03-20 13:22] <sephff> works in outcast and base.
[2025-03-20 13:22] <tayst> Neat
[2025-03-20 13:23] <tayst> This is what prompted me to ask
[2025-03-20 13:23] <tayst> https://github.com/JACoders/OpenJK/pull/1212
[2025-03-20 13:23] <sephff> just hold jump after jump or a cart into water. just cant touch bottom or lose the height.
[2025-03-20 13:24] <sephff> ew its not a glitch its a feature!
[2025-03-20 13:24] <tayst> I think with openjk modules the trick won’t work
[2025-03-20 13:24] <sephff> hmmm ill try it in openjk.... on costadel sol... see if it lets me.
[2025-03-20 13:25] <sephff> guess i could make it so you can also strafe it w/o the glitch
[2025-03-20 13:25] <tayst> Nah no need
[2025-03-20 13:26] <tayst> This pull request has more reason to be merged if it means the difference between a defrag map that works on base working the same on openjk
[2025-03-20 13:27] <tayst> Map looks awesome though
[2025-03-20 13:27] <sephff> tried it in openjk was able to do it
[2025-03-20 13:27] <tayst> I always forget how to do the water tricks but whenever I’m reminded of them I think of you 😂
[2025-03-20 13:27] <tayst> Nice, the trick must not be affected then
[2025-03-20 13:28] <sephff> i like using under utilized features for some reason
[2025-03-20 13:28] <tayst> You did a devmap in openjk to test it right?
[2025-03-20 13:28] <sephff> yeah /devmap costadelsol, ran to water cart jumped in. had a beer.
[2025-03-20 13:37] <sephff> @tayst so yeah that sewer one, a DF2 neon sign themed one and ill add a flying on but im not sure if timers work for ships. so make it also strafeable as well as flying i guess.
[2025-03-20 20:03] <singlemothergaming> no, that PR is for not being able to jump out of shallow bodies of water, nothing to do with the trick at hand
[2025-03-20 22:06] <tempust85> I did a remake of this for Ruppertle's UE4 DF2 project https://www.artstation.com/artwork/WmKxEJ
[2025-03-20 22:41] <sephff> thats really clean work. I had to guess on what was textured on the bottom and under the straps. only issue I have now is figuring out how to make the model move. basically make it spinning.... be cool if i can make it also give ammo, health, shields like the og game tho. I love everything about your model tho, I just wish it had more crazy strap pouches lol. gives me dash rendar vibes. / [attachment: https://cdn.discordapp.com/attachments/1103343134160728144/1352411854504464437/image.png?ex=6a025b30&is=6a0109b0&hm=442401e01344a73a73afe405c997ec37f6004abc1fefa92e6dbb1dc9a54ac8bd&]
[2025-03-20 22:45] <sephff> 8.6k verts.. be crazy to throw that into JKA lol. only 48 verts the the OG one lol.
[2025-03-20 22:50] <tempust85> Yeah, it was never intended for JKA 😄
[2025-03-20 22:52] <sephff> ur 8t88 looks like it could have been used in the original cgi. very nice.
Transmission Thread

sephff

I'm working on a new cosmetic, maybe for a secret in a map. I think I'll need to remove the straps for the cosmetic version though.

Attachment
https://cdn.discordapp.com/attachments/1103343134160728144/1352266858463756328/image.png?ex=6a027ce6&is=6a012b66&hm=361dabed109298a8f59fe15b85e6c73f6bbe619c4cc4ad66d7f37b3a0b0f3aab&
Attachment
https://cdn.discordapp.com/attachments/1103343134160728144/1352269902312112169/image.png?ex=6a027fbc&is=6a012e3c&hm=2b0df01d66aeee005c476e840f86bcf5dab50e26834202925bd1c6aa86ea1fee&

tayst

Put it in a pk3 structured as models/cosmetics/capes/YOURCOSMETICNAME.md3 (or change capes to hats if it's a hat). Anyone with the pk3 should be able to see it. If you get it in that format for me to test, I’m happy to add new ones to the releases.

You could even inject the cosmetic into the map if you really wanted, but that kinda bloats the pk3 for anyone not using taystjk. Probably better to include the cosmetics as an optional pk3 alongside the map.

sephff

Yeah, I'm going to add like 3 strafe courses to my Barons Hed remake, so maybe it'll be a reward for doing them. I'll add JAPro timers to it too. I've got one course about halfway done; it uses water glitch tricks. It's still in the block-out phase.

Attachment
https://cdn.discordapp.com/attachments/1103343134160728144/1352270844491075605/image.png?ex=6a02809d&is=6a012f1d&hm=2c588878e9c65be3533d4b21cc909169167da0d2a9b19adacb2354872e5a9a4f&

tayst

Neat. Have you ever tested those water tricks in base? I wonder if they are the same across mods and engines. This PR on OpenJK prompted me to ask: https://github.com/JACoders/OpenJK/pull/1212

I think with OpenJK modules the trick might not work. If it means the difference between a defrag map working on base vs OpenJK, that PR has more reason to be merged.

sephff

It works in Outcast and base. You just hold jump after a jump or a cart into water; you just can't touch the bottom or you lose the height. It's not a glitch, it's a feature!

I just tried it in OpenJK on Costa Del Sol—devmapped in, ran to the water, cart jumped in. It worked fine. I like using under-utilized features for some reason.

For the map, I'll have the sewer course, a DF2 neon sign themed one, and a flying one. I'm not sure if timers work for ships, so I'll make the flying one strafeable too just in case.

singlemothergaming

No, that PR is for not being able to jump out of shallow bodies of water. It has nothing to do with the trick at hand.

tempust85

I actually did a remake of this asset for Ruppertle's UE4 Dark Forces 2 project: https://www.artstation.com/artwork/WmKxEJ

sephff

That's really clean work. I had to guess on what was textured on the bottom and under the straps for mine. I love everything about your model, though I wish it had more crazy strap pouches—gives me Dash Rendar vibes. Your 8t88 looks like it could have been used in the original CGI.

Only issue is mine is 48 verts while yours is 8.6k verts... it would be crazy to throw that into JKA! I'm still figuring out how to make the model move/spin and maybe give ammo, health, or shields like the OG game.

Attachment
https://cdn.discordapp.com/attachments/1103343134160728144/1352411854504464437/image.png?ex=6a025b30&is=6a0109b0&hm=442401e01344a73a73afe405c997ec37f6004abc1fefa92e6dbb1dc9a54ac8bd&