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JK Comedy Saber/Sword


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Well maybe when it's ignited, it glows as the logo does sometimes on artwork ?

not sure how doable that is, however....you could have a saber blade ignite down that gap in the middle =O

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I don't have much experience in modelling but I thought I'd give it a try for fun:

 

2U5oy.png

 

 

nice job!

 

 

I made actually made this a long time ago. (This was before I knew how to actually put models into the game) :)

I wonder if I can find it...

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Finally got it in-game! I feel like I fulfilled some kind of prophecy...

This reminded me of when I played JK2 in 2003 at a PC arcade, I thought of the logo as "Oooh, this must be the saber you must get in order to defeat the boss." :P

 

 

1sFvh.jpg

v5erL.jpg

 

 

 

Also, I'll extend the logo blades to reach the saber blade's top and make two versions: one with the plasma beam (like in the animated videos) and one without it (like a real sword), how does that sound?

 

Also, do you think I should keep it silver only or make coloured versions too like the ones you see in the main menu of JK2 MP?

AradorasXeon, Inyri and MUG like this
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Also, I'll extend the logo blades to reach the saber blade's top and make two versions: one with the plasma beam (like in the animated videos) and one without it (like a real sword), how does that sound?

Also, do you think I should keep it silver only or make coloured versions too like the ones you see in the main menu of JK2 MP?

I would make it metallic and give it a shiny shader =P

 

I would also consider keeping a version at that length, to have it exactly like the logo.

 

 

looks badass btw.

Edited by MUG
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And now we've got a really long hilt and a laser-less, wall-bouncing sword that goes swoosh, swoosh, swoosh when you swing it around!

There are 3 variants so far:

1) Normal hilt (shorter)

2) Long hilt (longer)

3) Sword (same as 2 but no saber blade, bounces off walls and makes swoosh sounds).

 

 

UfELj.jpg

 

By the way, when I hit NPC's with the sword (lower-right corner) glowy sparks fly out of them like they do with normal sabers, does anyone know how to fix that?

Also, can anyone help me out with the shiny shader? I keep failing for some reason...

Edited by Arbok
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saber_logo_sword
{
name  "Jedi Knight Logo Sword"
saberType SABER_SITH_SWORD
saberModel "models/weapons2/saber_logo_long/w_saber.glm"
swingSound1 "sound/weapons/sword/swing1.mp3"
swingSound2 "sound/weapons/sword/swing3.mp3"
swingSound3  "sound/weapons/sword/swing4.mp3"
fallSound1 "sound/weapons/sword/fall4.mp3"
fallSound2 "sound/weapons/sword/fall5.mp3"
fallSound3 "sound/weapons/sword/fall6.mp3"
hitSound1 "sound/weapons/sword/stab1.mp3"
hitSound2 "sound/weapons/sword/stab3.mp3"
hitSound3 "sound/weapons/sword/stab4.mp3"
bounceSound1 "sound/weapons/sword/fall1.mp3"
bounceSound2 "sound/weapons/sword/fall2.mp3"
bounceSound3 "sound/weapons/sword/fall3.mp3"
blockEffect "sparks/spark.efx"
hitOtherEffect "sparks/spark.efx"
saberLength 45
soundOn 0
soundLoop 0
soundOff 0
saberColor random
noWallMarks 1
noblade 1
trailstyle 2
bounceOnWalls 1
}

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Huh, the base sith_sword has the same effects, I don't know why I expected it to have no flying sparks at all. o_o Oh well, thanks anyway guys.

I must be doing something wrong with the shader, I can't seem to get it to work... :o

models/weapons2/saber_logo/w_saber
{
q3map_nolightmap
   {
   map models/weapons2/saber_logo/w_saber
   blendFunc GL_ONE GL_ZERO
   rgbGen lightingDiffuse
   }
   {
   map models/weapons2/saber_logo/env_w_saber
   blendFunc GL_SRC_ALPHA GL_ONE
   detail
   alphaGen lightingSpecular
   }
   {
map models/weapons2/saber_logo/env_w_saber
blendFunc GL_DST_COLOR GL_SRC_COLOR
detail
tcGen environment
   }
}

I have played with mapping shaders before and isn't "q3map_nolightmap" exclusive to mapping?

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