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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

Recommended Comments



1) You mentioned the texture format yourself, I felt you were capable of deducting which one to use since PNG was bad.

2) You were already aware of the polygon issue, I didn't need to touch on it as well as others had already told you of it.

3) Google something if you don't know the term so you understand. Basic common sense.

4) Textures have a gameplay impact when you load more than the game engine is capable of parsing correctly, the pool isn't infinite. In fact UE4's default pool for example is 1024MB and you have to expand it to get it to use more (IE if you have a card greater than 1024 MB of VRAM) It doesn't matter. This means that you may cause lag for people, especially with lower end computers (Which is a lot of people that play JKA). 

5) The way I worded things was technical and to the point, without a lot of fluff. I don't baby people.

6) I didn't say you had to fix shit immediately. So no I didn't assume you had no life besides fixing the shit I pointed out. I just said it needs to be fixed. Nice logic. I don't have all day to spend modding or working on things either. So of course I understand that.

7) The fact you went to my twitter where the first 2 pages are me talking with my friends and have none of the comments you speak of just to pick at the ones I mention to one person indicates a problem with you trying to pick out things that fit your narrative.

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1) You mentioned the texture format yourself, I felt you were capable of deducting which one to use since PNG was bad.

2) You were already aware of the polygon issue, I didn't need to touch on it as well as others had already told you of it.

3) Google something if you don't know the term so you understand. Basic common sense.

4) Textures have a gameplay impact when you load more than the game engine is capable of parsing correctly, the pool isn't infinite. In fact UE4's default pool for example is 1024MB and you have to expand it to get it to use more (IE if you have a card greater than 1024 MB of VRAM) It doesn't matter. This means that you may cause lag for people, especially with lower end computers (Which is a lot of people that play JKA). 

5) The way I worded things was technical and to the point, without a lot of fluff. I don't baby people.

6) I didn't say you had to fix shit immediately. So no I didn't assume you had no life besides fixing the shit I pointed out. I just said it needs to be fixed. Nice logic. I don't have all day to spend modding or working on things either. So of course I understand that.

7) The fact you went to my twitter where the first 2 pages are me talking with my friends and have none of the comments you speak of just to pick at the ones I mention to one person indicates a problem with you trying to pick out things that fit your narrative.

1) I had no problem with PNGs until you came along, shitting on PNGs but not giving me a better solution.

2) So why comment back telling me I have an attitude when I stated I would not necessarily ignore what you said and get around to fixing it.  I told you to fix it yourself if it bothers you that much, that way you could still use the saber and not worry about draw calls while having it.  

3) This just goes to show you shouldn't ever teach anybody.  Your solution if you don't know something = Google.  Bravo.  It's not a bad resource, but the way others described the problem and solution to me wouldn't have forced me to resort to Google if I had been unknowledged on the topics.  You should improve on this.

4) I've had no problems with this saber.  I've had multiple people using it at the same time in game, no problems whatsoever.  This game is dying online (probably because so many people are playing a mod called Movie Battles instead of the vanilla game).  I don't care much about people being able to load 32 Kylo Ren sabers at once.  It's unlikely to happen.  This model is mostly meant for single player use anyway, not a lot of servers are going to make use of this saber.

5) I knew this would be your comeback for this.  You don't baby people, sure.  You get straight to the point, sure, but you won't explain what you're talking about.  You're just assuming anyone has a clue about what you're talking about.  When people ask what you're talking about, you respond with "Google it."  You're a pro.

6) You didn't say it, but you're pushing it a lot.  Several times when I said this is my hobby, not a job,  I have a life, etc. etc.  You ignored that and just kept pushing.  At one point you even completely ignored the fact that I said it was a hobby and not my job and you said "good luck getting paid for a hobby"  It's a hobby, I don't want to turn it into a job, why don't you understand that?  

7)  Wow you're getting creative with this assumption.  You show off your work A LOT.  I mean, you show off your shit like I've never seen anyone before.  Even professional game developers don't show off their shit as much as you do.  You probably do it to get attention from people saying "OohLaLa, look what he's making, that's so amazing."  It would be a shame for someone to come in and point out the flaws in your shit, let you down, make your shit feel like it's broken, etc. etc. One of the reasons I normally don't like releasing things I make is because of the shit you're stirring up.  

 

It's not a let down to me.  What is a let down is that when I try to explain myself and my reasons by being honest, I get told I have an attitude and I am personally insulted.  I got defensive when you pointed out it's flaws, but my level of defense was like a 3 or a 4.  Instantly your reply to my response went from a 3 or 4 to a 9.  You were the first one to throw insults by saying I had an "attitude."  I didn't say shit about you personally until only after this.  So if you want to sit here and claim that I'm being an ass, be my guest, but anyone reading this can obviously see what's really happening.  GG Alex

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1) You again mentioned it yourself, TGA. TGA compresses down to roughly the same size of PNG but has no performance loss and you can set it to uncompressed so you don't get artifacts.

3) Considering I have been a successful tutor several times before and saved peoples failing grades, my ability to teach is not a problem. My goal was not to teach and still is not, it was to inform of a optimization problem. I did that.

4) Just because you have no problems doesn't mean others will, particularly if they would like to include it in a larger mod. Don't used flawed logic to justify things. 

6) Putting words in other peoples mouths is not a good thing.

7) Yeah I show off my work a lot, because people keep asking me questions about it and wanting to see progress. Avoiding answering 10 questions I just post it instead. Easier, smarter, more efficient. People are welcome to tell me the flaws of things, its how I learned and grew. Guess what, when I went into level design, people just told me to google as well. Sometimes you have to rely on yourself and not others. Very constantly, I do get told that I am wrong and can do things better, then I go and do it. I don't get all offended on a freaking comment thread and have to make this whole thing. When you responded you used incredibly flawed logic to justify your decisions instead of just listening and taking the feedback like a man. If you knew anything about professional game developers, you would know most are under NDA which means they cannot show what they are working on even if they would want to, and when they can they actually do show about as much as I do. Example: https://twitter.com/XanderClauss

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1) You again mentioned it yourself, TGA. TGA compresses down to roughly the same size of PNG but has no performance loss and you can set it to uncompressed so you don't get artifacts.

3) Considering I have been a successful tutor several times before and saved peoples failing grades, my ability to teach is not a problem. My goal was not to teach and still is not, it was to inform of a optimization problem. I did that.

4) Just because you have no problems doesn't mean others will, particularly if they would like to include it in a larger mod. Don't used flawed logic to justify things. 

6) Putting words in other peoples mouths is not a good thing.

7) Yeah I show off my work a lot, because people keep asking me questions about it and wanting to see progress. Avoiding answering 10 questions I just post it instead. Easier, smarter, more efficient. People are welcome to tell me the flaws of things, its how I learned and grew. Guess what, when I went into level design, people just told me to google as well. Sometimes you have to rely on yourself and not others. Very constantly, I do get told that I am wrong and can do things better, then I go and do it. I don't get all offended on a freaking comment thread and have to make this whole thing. When you responded you used incredibly flawed logic to justify your decisions instead of just listening and taking the feedback like a man. If you knew anything about professional game developers, you would know most are under NDA which means they cannot show what they are working on even if they would want to, and when they can they actually do show about as much as I do. Example: https://twitter.com/XanderClauss

1) You are correct, I was lazy and didn't use targas originally.

3) Good for you, what do you want a fucking cookie? A congratulations?  From what I've seen, you can't help for shit.

4) It's not flawed logic, it's logic.  Logically it doesn't make sense for 32 people to all use the same saber.  Larger mods are not of my concern at the moment.

6, 7) How do you think I learned this shit? Yeah, I fucking googled it.  I watched tutorials, etc.  Don't sit here and try to act like you're so damn special because you "googled" your way through school.  I'm not offended from your criticism, you're wrong.  I'm not even really offended for that matter.  It's just extremely obvious that you were the first one to start the personal shit by claiming I have an attitude.  You're now comparing your personal experiences with mine.  Look who is even more egotistical comparing your learning experiences with mine acting like you had it fucking tough.  Apparently you do get all offended on a freaking comment considering you replied to me with your butthurt comment stating I had an attitude.  Lastly, did I ever claim to be anywhere close to a professional game developer?  I never even told you that I even wanted to be a professional game designer, so stop your completely illogical assumptions and your fucking shit with your non-disclosures and what not.  Developers work freelance all the time, they make their own personal shit and post about it on social media.  

 

Where was there a point when I didn't take the feedback?  I gave you my reasons for why I think it doesn't matter much, then I told you my reasons for why I did what I did on certain things.  Then you came back with your "Ignorance is bliss, good luck with that attitude" comment.  If anything you just can't have a civil debate like a man, you instead resort to telling me I have an attitude.  

 

I'm not even going to school for game design, so shut the fuck up, I don't care.

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4) Yes, it doesn't make sense for 32 people to use the same hilt, however if 32 people used different hilts with the same level of optimization as this, it wouldn't be good for the game. 

5) Then why are you bitching to me about not teaching you when you could do it again? No you didn't claim to be a professional developer, I said if you knew anything about them, not that you are one. I didn't illogically assume anything once again, learn to read. Even freelance developers have NDA's.

 

Also its impossible to google your way towards being an engineer but okay.

 

You completely insulted valid feedback by saying stuff like "Skyrim has a 4096 rock texture" So what? Say that modern game developers release buggy stuff all the time. So what? What does any of that have to do with my feedback? Nothing. You're telling me I'm comparing apples and oranges, yet a model is a model, it doesn't matter what game engine you put it in they're still running on the same hardware and APIs and those engines have to deal with those same API limitations, so no it isn't apples and oranges. You came pandering to me about OpenGL/DX like you understood them. You said to Spaghetti before that you were relying on Rend2 which has no intention of optimizing the base rendering code and is now more or less a dropped project. So no, it won't be making JKA run better or do the things that you want it to do. So you should optimize for BASE. It literally does not matter how powerful modern computers are when the engine can't use it to its full potential. Your attitude came from being SO DEFENSIVE that you had to make illogical arguments defending why you made choices. You did have attitude, had nothing to do with me being butthurt. Everything I listed has NOTHING to do with what API or Engine a game runs on, and is a constant optimization across every game engine in existence so your argument there adds absolutely no value to the conversation and therefore is illogical.

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4) Yes, it doesn't make sense for 32 people to use the same hilt, however if 32 people used different hilts with the same level of optimization as this, it wouldn't be good for the game. 

5) Then why are you bitching to me about not teaching you when you could do it again? No you didn't claim to be a professional developer, I said if you knew anything about them, not that you are one. I didn't illogically assume anything once again, learn to read.

 

You completely insulted valid feedback by saying stuff like "Skyrim has a 4096 rock texture" So what? Say that modern game developers release buggy stuff all the time. So what? What does any of that have to do with my feedback? Nothing. You're telling me I'm comparing apples and oranges, yet a model is a model, it doesn't matter what game engine you put it in they're still running on the same hardware and APIs and those engines have to deal with those same API limitations, so no it isn't apples and oranges. You came pandering to me about OpenGL/DX like you understood them. You said to Spaghetti before that you were relying on Rend2 which has no intention of optimizing the base rendering code and is now more or less a dropped project. So no, it won't be making JKA run better or do the things that you want it to do. So you should optimize for BASE. It literally does not matter how powerful modern computers are when the engine can't use it to its full potential. Your attitude came from being SO DEFENSIVE that you had to make illogical arguments defending why you made choices. You did have attitude, had nothing to do with me being butthurt. Everything I listed has NOTHING to do with what API or Engine a game runs on, and is a constant optimization across every game engine in existence so your argument there has absolutely no value to the conversation and therefore illogical.

4)  Yep, problems to that extent don't bother me.  Technically that problem exists for every other higher poly saber, why don't you go let their authors know about this issue as well?

5)  I'm not bitching, you just suck at helping compared to the other people who are helping me with the same problem.  I'm comparing, not bitching that you aren't teaching me.  I am more than capable of figuring it out on my own, which is exactly why I was defensive in my original response.  

 

Apples and oranges = renderers and engines.  You obviously didn't understand what I was getting at there.  Many different engines run on different renderers, meaning they use totally different APIs.  I said renderers like rend2.  I didn't specifically say rend2, I was giving an example of better rendering technologies.  rend2 happened to be one that people here had been exposed to once or twice.  You are putting so many words in my mouth it's not even funny 

 

"So no, it won't be making JKA run better or do the things that you want it to do. So you should optimize for BASE. It literally does not matter how powerful modern computers are when the engine can't use it to its full potential."

 

Give me a quote of where I said it would do this.  Also, one can update the engine to use a better renderer and the API used within the source, meaning an entirely new renderer, meaning an entirely new and expanded set of limitations.  

 

It is your opinion that I had an attitude.  I could say that you had the same attitude in your original comment with the snow speeder.  Which comment came first? Yours or mine?  Reap what you sow.  

 

Yeah, everything you listed has everything to do with API and engines games run on.  Newer renderer = expanded  limitations for draw calls, newer game engines make use of newer renderers.  You yourself even said DX12 will expand the draw calls limitations because that's a big problem.  PNGs being decompressed by JKA's engine = something to do with the engine and how the PNGs are handled.  I don't know why you claim that everything you listed has nothing to do with what API or engine a game runs on, because it does.  

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4) I have. However this one was sooooo out of the water in comparison to those (Way higher poly counts, draw calls and textures than anything I have seen prior for a hilt) that I felt people needed to know since they were voting on it for a contest. If you want to know about me and model optimization, ask Lervish how I told him he NEEDS LoDs for his Old Han model he recently released.

5) I suck at helping because I'm not trying to help. I told you what you needed to do, that is all. My goal was not to tell you the step by step process.

 

Problem being, Rend2 isn't doing the updates to the OpenGL that allow for more draw calls and higher poly counts. They have only added graphical features like normal maps, parallax occlusion mapping, proper speculars, cube maps, gloss, etc. They haven't done anything to the existing core. Rend2 only has a partial upgrade to the updated OpenGL, and is falling back to the old basejka version for everything else. Which means it doesn't really expand much at all.

 

Also, again there is no difference causing apples and oranges. I was talking about two rendering portions of each engine. A renderer is a component of an engine, not a separate piece. And again, no matter what API you are using, optimizing a model is still exactly the same regardless of how much perceived room you think you have. Just because a PC has the capability to run millions of polygons, does not mean a single model you should take up 10% of that millions of polygons with a single model. The same goes for textures, draw calls, etc. Just because you can doesn't mean you should and saying that "because I don't have a problem" is a logical fallacy that is used way too often in arguments. The only thing I listed that was JKA specific was the PNG thing, the draw calls, texture resolutions, texture counts, are not JKA specific.

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4)  So you just go around telling people what they need to do to their work?  It's art, it works in game.  It has its flaws, but I don't care. I'll fix them when I get to them, I'm happy with the result of the hilt I have made.  My original intention was not necessarily to make it work in game.  That was just a relief when it actually did work in game.  Also you told him he NEEDED LoDs? Seriously?  That model would have been fine without LoDs.  Others may appreciate your.....I can't even call it help because you're not helping people.  Your complaints? Your criticism?  Call me a bitch, but I specifically don't like your criticism.  The way you go about doing it is just annoying and you come off as a douche.  

 

Why are you still going off about rend2? I used rend2 as an example, but you just keep going off on it.  

 

"Just because you can, doesn't mean you should."  Because you told me so?  

 

Optimizing a model is not the same for every renderer.  Compare an MD3 (1999) to a Ghoul2 (2002).  The optimization isn't nearly as limited on a Ghoul2 as an MD3.  This is a 2.25 years difference too.

 

You want to talk about fallacies? How about your loads of anecdotal fallacies that you've been spewing here dude.

 

Renderers are expanding, they're getting more advanced, eventually a model like mine won't be around 10% draw calls being used, it'll be like 2%.  I'm not limiting myself to lower standards for older renderers when we will eventually have better ones later.

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OK. Lets move this to PMs. This is just silly.

Agreed.  This has escalated way beyond what it really needed to be, PMing would have been a good idea from the start.  

therfiles likes this
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Hello there! First of all thank you for such a great skin! It's just awesome! I have a question, can I use that lightsaber skin in mp? I've installed that skin and it works just ok in single player, but when I try to use it in multi player - no success... In the menu where you're choosing lightsabers I see it, but after joining the game I see only default lightsaber, so is there any chance to use it in MP? By the way, it's happening with all saber skins...

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Hello there! First of all thank you for such a great skin! It's just awesome! I have a question, can I use that lightsaber skin in mp? I've installed that skin and it works just ok in single player, but when I try to use it in multi player - no success... In the menu where you're choosing lightsabers I see it, but after joining the game I see only default lightsaber, so is there any chance to use it in MP? By the way, it's happening with all saber skins...

Sabers are strictly server-side dependent.  The server must have the saber in which you are trying to use uploaded to their base in order for any client to make use of said saber within the game.  

J0hny likes this
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Sabers are strictly server-side dependent.  The server must have the saber in which you are trying to use uploaded to their base in order for any client to make use of said saber within the game.  

That's what i thought, thank you very much for the answer!)))

Darth Martyr likes this
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Will do man. This mod is brilliant.

 

as do I but i got a small complaint: for some reason in the jkplus thingy when the combat music starts, it doens't end. it won't go to the non-combat music

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as do I but i got a small complaint: for some reason in the jkplus thingy when the combat music starts, it doens't end. it won't go to the non-combat music

I fail to see how this problem would be caused by this saber.  It may be a problem with JA+?

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I like to customize the sable
by putting at the base pk3 all my red sabers change
as I do to make it happen 
 
 

https://drive.google.com/file/d/0BwkordWoVahebHlodWdzOURncU0/view?usp=sharing

 

https://drive.google.com/file/d/0BwkordWoVaheN0ZCdEhzVWtSeFE/view?usp=sharing

 

¿Dónde se tire que Darth Vader? Los visuales generales en esa segunda pantalla parecen impresionantes! Al igual, como si se han aumentado los gráficos. Lo mod está usando para eso? O es sólo la película Batallas II?

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Hey @Darth Martyr, I thought I'd throw this out there for you.. For when/if you wanted to update your sounds on the lightsaber. These are the accurate sounds of Kylo's ignition and saber hum from the movie. Hope it helps.. And also the blade effect too, if you wanted to look into improving that?

https://www.youtube.com/watch?v=CXCmbzOxUNo

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Hey @Darth Martyr, I thought I'd throw this out there for you.. For when/if you wanted to update your sounds on the lightsaber. These are the accurate sounds of Kylo's ignition and saber hum from the movie. Hope it helps.. And also the blade effect too, if you wanted to look into improving that?

After finishing my sound update, I listen to these now and realize that the idle hum is actually not at all accurate to the movie. I was waiting for high quality sounds from the release of the Blu-Ray anyway. Thank you for the effort though, I appreciate the contribution. :)

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Wow! You actually updated it and did some of the sounds, too.. I like it! I haven't seen the blade yet (in the updated version). Is it still the same as previous versions and are you looking at improving it for the next update?

Great work and pleased to see you're back, working on it again.

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