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6 Screenshots

About This File

NOTE: The player model used in the screenshots is not part of this download and it was not created by Darth Martyr. You can download the Kylo Ren player model made by Kualan here

 

This is Kylo Ren's Lightsaber. If you didn't already know, Kylo Ren

is the main antagonist in Star Wars: The Force Awakens. His unique

saber is built very poorly and must utilize two ventilation ports at

the top of the saber. It is, however, of ancient design that dates

back to the Great Scourge of Malachor. Due to the saber containing

a cracked Kyber crystal, the blade has a very unstable look to it.

 

This saber includes custom sounds that are accurate to the ones featured

in the film. It has an optional Blade Effect as well as single player support.

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


What's New in Version 1.03

Released

  • Changelog v1.03:
  • ----------------------------------------------------------------------
  • * Complete set of new sounds that are now movie accurate.
  • * Created a gap between object "vanes" and object "base" for a more
  • accurate look.
  • * Adjusted UV's & shape for grips on object "w_saber"
  • * Fixed UV's on object "w_saber" to fix a white/gray seam.
  • * Fixed UV's on object "base" to fix a white/gray seam.
  • * Created an indentation on object "cap" for a more accurate look.
  • * Adjusted point of contact from object "rail" to object "w_saber"
  • to not intersect the bottom of a grip.
  • * Added a replacement image of weapons HUD lightsaber image
  • "w_icon_lightsaber" and "w_icon_lightsaber_na" that is of
  • Kylo Ren's lightsaber.

User Feedback

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The movie version of Kylo's crossguard lightsaber sound different than the ones used in the mod and are finalized versions of them.

Obviously if you read the description, you will see that I already made note of that.  Due to the fact that the film hasn't been released on Blu-ray yet, I can't really get those sounds now can I?  I don't really anticipate receiving a cease and desist letter from Lucasfilm either.

Darth Sion likes this
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hi there is a problem with the lightsaber when i played one of the level it will have an error saying that i have ran out of transformation space to spawn ghoul2 but i was not trying to spawn anything can you fix this problem and also great work on the crossguard lightsaber thank you.

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hi there is a problem with the lightsaber when i played one of the level it will have an error saying that i have ran out of transformation space to spawn ghoul2 but i was not trying to spawn anything can you fix this problem and also great work on the crossguard lightsaber thank you.

Use a base player model

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hi darth martyr what is a base player model? sorry i have forgotten as i have not played this game for 3 years now

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force anakin 2004 edition

That's not a base model.  Base models shipped with the game.  I'm currently trying to optimize the saber a little more so it will not crash but it will take some time to do this.

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This is an awesome mod but when i try to fight other people using this lightsaber and kylo ren model, my game crashes. Is there a fix for this? thx

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This is an awesome mod but when i try to fight other people using this lightsaber and kylo ren model, my game crashes. Is there a fix for this? thx

Don't use dual sabers.  Use single only.

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I initially gave this 5/5 based on visuals, but had to reevaluate after taking a look at optimization. It hasn't been. On top of the model being way too high detail (causing the crashes noted above) it uses a dozen 2048x2048 textures. This hilt uses more resources than a very high detail character model.

MaceMadunusus likes this
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I initially gave this 5/5 based on visuals, but had to reevaluate after taking a look at optimization. It hasn't been. On top of the model being way too high detail (causing the crashes noted above) it uses a dozen 2048x2048 textures. This hilt uses more resources than a very high detail character model.

I don't have any crashes with this model.

Darth Martyr likes this
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I initially gave this 5/5 based on visuals, but had to reevaluate after taking a look at optimization. It hasn't been. On top of the model being way too high detail (causing the crashes noted above) it uses a dozen 2048x2048 textures. This hilt uses more resources than a very high detail character model.

The engine for this game will go over several revamps in the future, not to mention the use of more advanced renderers.  With the source code being released, it will make use of rend2 in the future.  I'm planning for the future, I'm not limiting myself to past technologies when it will be able to load higher poly models in the future. For now, it sucks because it crashes if you use duals.  For now, use /cg_forcemodel 1 to get around it.  JA+ had this same issue with an included hilt named "Bones" ages ago, JA+ is considered by a lot of people to be the best thing to ever happen to Jedi Academy (I for one disagree).  JA+ was the top download on JK3Files for a long time.  Even it has its problems though, one of them being that Slider never went open source.  

 

 Also, it has been optimized, you should have seen it before I optimized it.  

 

Also if you read what I said, I mentioned I was working on optimizing it further to avoid crashing.  Be patient, I am working on a fix.  

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I also have to vote it lower due to optimization.

 

The brand new battlefront released by EA has a snowspeeder in it. This snow speeder has 4 draw calls (Exterior, Interior, Pilots, Window) and has uses a total of 9 textures. The biggest of which are for the exterior with 2048x2048 resolution. Interior has 1024x512 & 512x256 while pilots & window have 512x512.

 

This lightsaber hilt has a minimum 8 draw calls, 17 textures of which there are 10 MORE 2048x2048 textures than battlefronts snowspeeder. It is also using PNG images which causes the engine to have to decompress things twice before it gets loaded in its raw form, which increase time to load a level. Once decompressed will also use way more video memory than the snowspeeder does. 

 

You say that you are making it to be used for more advanced renderers, but this hilt is more intensive and requires way more PC resources than a model from a modern game engine that runs a hell of a lot better than JKA and anything Rend2 will be capable of doing. Not to mention that the model takes up way more screen space than a hilt does.

 

Hilts should be a single draw call, and one texture set (Diffuse/Emissive/Spec/env/reflect) which means 5 textures maximum if you aren't using env textures provided by base. 1024x1024 is also plenty of resolution for something of the size of a hilt on screen.

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I also have to vote it lower due to optimization.

 

The brand new battlefront released by EA has a snowspeeder in it. This snow speeder has 4 draw calls (Exterior, Interior, Pilots, Window) and has uses a total of 9 textures. The biggest of which are for the exterior with 2048x2048 resolution. Interior has 1024x512 & 512x256 while pilots & window have 512x512.

 

This lightsaber hilt has a minimum 8 draw calls, 17 textures of which there are 10 MORE 2048x2048 textures than battlefronts snowspeeder. It is also using PNG images which causes the engine to have to decompress things twice before it gets loaded in its raw form, which increase time to load a level. Once decompressed will also use way more video memory than the snowspeeder does. 

 

You say that you are making it to be used for more advanced renderers, but this hilt is more intensive and requires way more PC resources than a model from a modern game engine that runs a hell of a lot better than JKA and anything Rend2 will be capable of doing. Not to mention that the model takes up way more screen space than a hilt does.

 

Hilts should be a single draw call, and one texture set (Diffuse/Emissive/Spec/env/reflect) which means 5 textures maximum if you aren't using env textures provided by base. 1024x1024 is also plenty of resolution for something of the size of a hilt on screen.

You're comparing apples and oranges.  You're asking why I would use such an extreme amount of resources for modern renderers while you are claiming that a modern engine is loading a larger model while using less resources.  Frostbite 3 is from 2013, most consider it modern.  The renderer, however, is DirectX 11 which was released in Q1 2011.  It's about 5 years old at this point.  That's the same amount of time between Jedi Academy and The Force Unleashed.  Compare those two games in resources.  I think the better question is why haven't modern engines made use of hi-res textures for every part of a model as big as a snow speeder?  Also, why are they still using 512x512 textures? I use PNG's because because they look better and you can set up alpha with them using shaders like you can a Targa file.  I didn't end up using targa files because of laziness in all honesty, I figured if I were to create alpha channels on this saber at some point, png files would look fine.  Also I didn't use jpegs because jpegs look weird on models in Jedi Academy, they have a strange green/rainbow tint to them and I don't like using jpegs.  Yeah I realize 2048x2048 is huge, but it still works with them on it.  Why lower the resolution of the textures if the engine still works with it?  Modern computers are more than capable enough to load this saber, I've had no problem loading the saber on a test machine I have here with a Pentium 4 processor at 2.2 ghz.  The load time is a little longer (by like 10 seconds) but it doesn't make the game choppy or anything like that.  It's really not that big of a deal at that point.  Also if you want to talk ridiculous load times, Skyrim has textures on ROCKS....yeah ROCKS that are 4096x4096.  They use .DDS file format which ALSO needs to be decompressed just like a .png file.  On top of that, they use normal maps for those rocks to add extra detail.  The creation engine is from 2011, it's older and even when it was a "modern" engine, the load times for Skyrim on PC were ridiculous with hi-res textures on.  Also, the game would crash after using 2 GB of RAM, because of how much it had to render.  If you really want to get technical between the differences of JKA and Battlefront, JKA uses OpenGL while Battlefront uses DirectX.  Both renderers have their advantages, but the most popular in modern games is DirectX.  DirectX has better code and is much more efficient with modern GPUs than OpenGL was for JKA back in 2003.

 

 I'm working on optimizing it so that it won't crash because that is a problem that is an absolute imperative.  Load times aren't in my interest in fixing RIGHT AWAY, though I will add that it is not necessarily something I will ignore to fix in the future.  

 

I made them separate textures so I could have much larger details in the textures because I couldn't decide if I wanted a weathered effect to the saber.  If it had been all in one texture,  the weathering would not have looked the way I wanted it to look.  It would have looked pixelated in places because I'd be squishing all the parts for the model into one 2048x2048 texture file.  Beyond that,  I didn't originally design this saber in mind for only Jedi Academy.  I might use it in other games as well in the future.  You could argue "Well why didn't you just scale the files down to 1024x1024 each?"  To be honest, I just didn't.  It worked in game fine so I didn't really think much about it.  If it bothers you that much, you seem to be preaching enough technical jargon that you could probably scale them down yourself.

 

"Hilts should be a single draw call"  Who says they have to be? Raven? Lucasarts? Activision?  If it works, it works man.  If it takes 15 more seconds to load then it takes 15 more seconds to load.  I'll get around to fixing it at some point, you can rate me all you want,  I don't care.  This is my hobby, not my job.  If it works in the game without crashing then I see it as a win, so that's my goal right now is to fix that.  

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Ignorance is bliss, good luck expanding your abilities to get noticed or potentially paid by a hobby one day with that attitude. It isn't just your ONE asset loaded in-game it doesn't matter if it loads. And no, a .dds doesn't need to be decompressed by the game engine, because modern game engines can display textures with compression, its how they manage to fit so much with so little VRAM. JKA cannot do that.

 

This is coming from multiple people who actually have made games or have content in actual games. If you want to ignore that, then be my guest.

 

The argument that ohhh the engine was released X number of years ago, even though battlefront got rewards for being the most graphically advanced this year. Jesus dude. It sounds like you don't know what a draw call is and why they are a problem. Hint: Direct X 9 can only display about 7,000 draw calls on screen before tanking the framerate to unplayable levels on every machine. The entire point of DX12 is to greatly expand the number of draw calls that can be processed in a frame. If a single hilt uses 8 of those calls, multiplied by how many people use that hilt (lets say 32 people in a server) you're using 256 draw calls for something that should use 32. That means in the world, there can be less props, less foliage, less buildings, less npcs, less customization because it all adds up.

 

JKA was also built before unified shader platform, which means it cannot even use the full capacity of a modern GPU so your argument of better computers doesn't even fucking matter. Not to mention the game runs on a single core.

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Ignorance is bliss, good luck expanding your abilities to get noticed or potentially paid by a hobby one day with that attitude. It isn't just your ONE asset loaded in-game it doesn't matter if it loads. And no, a .dds doesn't need to be decompressed by the game engine, because modern game engines can display textures with compression, its how they manage to fit so much with so little VRAM. JKA cannot do that.

 

This is coming from multiple people who actually have made games or have content in actual games. If you want to ignore that, then be my guest.

 

The argument that ohhh the engine was released X number of years ago, even though battlefront got rewards for being the most graphically advanced this year. Jesus dude. It sounds like you don't know what a draw call is and why they are a problem. Hint: Direct X 9 can only display about 7,000 draw calls on screen before tanking the framerate to unplayable levels on every machine. The entire point of DX12 is to greatly expand the number of draw calls that can be processed in a frame. If a single hilt uses 8 of those calls, multiplied by how many people use that hilt (lets say 32 people in a server) you're using 256 draw calls for something that should use 32. That means in the world, there can be less props, less foliage, less buildings, less npcs, less customization because it all adds up.

 

JKA was also built before unified shader platform, which means it cannot even use the full capacity of a modern GPU so your argument of better computers doesn't even fucking matter. Not to mention the game runs on a single core.

You keep saying "JKA cannot..."   

You're just proving my point.  The point is that JKA can eventually make use of better renderers in the future, this is why I made this saber the way it is.  You neglect the fact that I made the point of "Does it matter?"  

"This is coming from multiple people who actually have made games or have content in actual games"  Uhm....I'm technically one of those people.  Let's see, what is this file above? Oh yeah, it's content....in an actual game....If you're going to critique me you may want to rephrase your comments because you actually just described anyone who has ever modded a game before.  You're still missing the point that IT DOESN'T MATTER.  Draw calls are a problem, but the engine pukes when the renderer has a problem, it'll display an error then I'll fix it.  You want to talk about what game developers do? They release stuff that is BROKEN, and when it's broken they get feedback or bug reports and then they FIX them.  That's exactly what I'm doing.  You're just reporting a bug that doesn't have a major effect on overall gameplay, so it's not on the top of things to fix.  

 

"If a single hilt uses 8 of those calls, multiplied by how many people use that hilt (lets say 32 people in a server) you're using 256 draw calls for something that should use 32."  

 

You're stating that as if everyone on the server would be using this saber at once.  On a 12 year old game. That has extremely low activity.  Not to mention how every single one of those 32 people are apparently going to be using this saber at the same time.  

 

"JKA was also built before unified shader platform, which means it cannot even use the full capacity of a modern GPU so your argument of better computers doesn't even fucking matter. Not to mention the game runs on a single core."

 

It does matter for a game whose source code was released to expand its boundaries.  

Once the crashing has been fixed, the thing you are complaining about will literally be 15 second longer load times.

It's not something to have this much of a fuss over.  

 

And finally......

 

"Ignorance is bliss, good luck expanding your abilities to get noticed or potentially paid by a hobby one day with that attitude."

 

I honestly don't even have a clue what attitude you're talking about.  I countered my criticism from you with honesty and my points only.  I addressed the problems, I told you my reasons and now you're acting childish here by claiming that have an attitude?  From what it seems like, it appears that you cannot take criticism yourself.  

 

Again I should remind you, it's a hobby.  I don't have to do this for anyone here, but I do it because it's fun.  If I wanted to make money doing this, I wouldn't be sitting here replying to your comment.  You're making it not very fun acting like this.  

 

Also If Battlefront is so great, why don't you go play that instead of critiquing my stuff?  Oh, that's right....the matchmaking sucks and it doesn't have a dedicated server so practically no one is playing it .......they never make mistakes though, especially when they're "people who actually have made games or have content in actual games."  - MaceMadunu, 2016

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This is literally the worst hobby modder attitude I have ever ran into. Instead of listening and accepting the fact that something is broken, you refuse. I'm glad the torches have been passed off from good modders to people like this.

Darth Martyr likes this
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This is literally the worst hobby modder attitude I have ever ran into. Instead of listening and accepting the fact that something is broken, you refuse. I'm glad the torches have been passed off from good modders to people like this.

Your opinion is literally the least influential thing to me considering you critiqued this without any words of advice, you just made a checklist of shit that was wrong in your opinion.  Never once did you even try to point me in a direction that would help me make it better.  You have the worst attitude of any critic I've ever dealt with on my mods.  Several times I pointed out why I made certain decisions, at one point I even admitted that I was lazy.  I listened, I accepted it, I gave you my reason, then you claimed I had an attitude.  I've had extremely great help from Psyk0sith and AshuraDX.  In fact, Ashura pointed out all the flaws you have pointed out, but he gave me tons of tools and references to show how I could make it better.  You yourself will never pass the torch if you're unwilling to lighten other's torches.  GG Alex

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So he pointed the flaws out and you failed to fix them? Looks like you listen very well.

 

I did tell you how to fix things, reduce the 15 (I actually looked at the model and found it was 15 not 8) draw calls into one. Which means merging elements and combining UV's.

 

I told you to reduce texture count from 17 to 5, which also means doing the same thing.

 

I literally pointed out the flaws and told you how to fix it. That pointed you in the exact direction you needed to make it better. Reduce draw calls, reduce texture count. And I gave you a reference of the amount of resources a modern model uses to compare to yours to give you an idea of how much of a reduction is needed. Now you tell me that I didn't do any of that. Okay.

GG.

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So he pointed the flaws out and you failed to fix them? Looks like you listen very well.

 

I did tell you how to fix things, reduce the 15 (I actually looked at the model and found it was 15 not 8) draw calls into one. Which means merging elements and combining UV's.

 

I told you to reduce texture count from 17 to 5, which also means doing the same thing.

 

I literally pointed out the flaws and told you how to fix it. That pointed you in the exact direction you needed to make it better. Reduce draw calls, reduce texture count. And I gave you a reference of the amount of resources a modern model uses to compare to yours to give you an idea of how much of a reduction is needed. Now you tell me that I didn't do any of that. Okay.

 

GG.

You obviously don't listen well youself.  This is a hobby of mine, not a job.  I don't get right on the ball with shit when I learn how to fix certain problems.  Also, Ashura told me this yesterday so calm your shit.  Not every modder no lifes the shit out of their hobby, like you do.  

 

For me when I use this saber in game, I have no crashes, no FPS drops, no extended loading times, no screen tearing, etc. etc.  My current goal is to optimize the model further.  Right now, you're really pushing I optimize the textures more.  Hmmmm well let's see:

 

1.  Model causes crash because it is too detailed.  

2.  Textures aren't as optimized as they could be, gameplay effect = very little.

 

Which one do you think I'm going to work on first?

 

Not to mention it only makes sense to fix the model first, THEN fix the textures.  

 

My point is you expect me to go above and beyond to fix an issue that doesn't have an immediate negative effect on overall gameplay experience when you aren't even going above and beyond to help me.  

 

You never gave me an idea of what format I should use for my textures, you just told me to not use PNGs.  That's vague as fuck.

You automatically assumed that I knew what a draw call was.  I worked with DirectX API and knew what it was.  If I hadn't you would have been vague as fuck there as well.  

If a math teacher first started teaching a math class and just said "Alright you need to graph out a parabola and give me the quadratic equation for it" for someone who has barely scratched the surface on Algebra, that's vague as fuck.  You have no idea what skill level I'm even at with this.  You made assumptions, went off of them and claimed you told me how to go about fixing it.  

You haven't even come close to being as helpful as Ashura was.  

You never even addressed the fact that the model itself causes a crash, instead you lectured me about textures which don't cause crashes and work in the game fine as-is.  

I know you do 3D modeling, I still wonder why your absolute biggest concern are draw calls when there's an even bigger issue because of the vert count with this model.

It goes to show that your priorities are kind of fucked when it comes to fixing shit.  I haven't even had the time to fix the crashes and this has been out since the 5th.  

 

You are a critic, not a teacher.  You're not helping me at all, you're just being annoying at this point.  You were being a total smart ass when describing the snow speeder, "The new Battlefront by EA has a snow speeder in it"  No shit?  It's not like there's a snow speeder on the front cover of the game or anything.  From your very first line of criticism you've treated me like some idiot who doesn't even know what a damn snow speeder is, but yet you went off spewing with your "Know it all, egotistical attitude" that I see all over your twitter feed.  Your comments are both snarky and ignorant.  Like I said, I'll get to fixing it, but you act like I literally have no life besides fixing shit that you point out.  I have a life, life comes first.  When I get time in life, I do this.  A lot of other modders can relate to this, for some reason you lack the understanding of this very simple thing.  

 

I don't have all the time in the world to fix every little problem that everyone points out to me.  I have a personal life that comes first.  When I get around to fixing something, I'll fix it.  I addressed each of my reasons for why I did what I did.  I even mentioned that I would fix it in my original reply to you.  I didn't really think much about it, it worked in game fine, it's no skin off my back.  This is exactly my reason, take it or leave it.  Pick it apart all you want.  Call me lazy, ignorant, stupid, childish, immature all you want.  I don't care.  I don't take my hobbies as serious as you do obviously, but I'm not one expecting to get paid from it either.  GG Alex

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