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AshuraDX

JKHub Staff
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About AshuraDX

  • Rank
    JKHub Staff

Profile Information

  • Gender
    Male
  • Location
    Düsseldorf
  • Interests
    3d Modeling , Parkour/Freerunning
  • Modding Interests
    Modeler
    Shaders
    Texture Artist

Contact Methods

  • Steam
    ashuradx
  • Discord
    ashuradx #1192

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  1. Modview is a staple modding tool for this game, I figured you already had access to it. I should have thought of mentioning it just in case. Glad to hear that you figured this out!
  2. If you used seta cg_fov 108 it would have saved the command in the cfg file automatically
  3. You could replace the rifle idle animation with the scope animation by changing 1 line in models/players/_humanoid/animation.cfg
  4. That's a python exception, something caused the exporter itself to crash. @Cagelight another "try block" to prevent this should be added to the code.
  5. I messed with this for a bit, rof is sadly not an option if you want to have more than one escalator and that escalator is supposed to travel a sensible distance. Based on that I'd guess that func_train is the best method to achieve a working escalator, here's an example map with an escalator using func_train: https://www.dropbox.com/s/9114k9nvi2hwisq/EscalatorJKA.zip?dl=0 The map consists of two rooms, one room where the escalator will be, and another room used to properly light the escalator steps, if you don't do this half of your escalator will turn out pitch black.
  6. I'd probably use *.rof paths for this. Here's an example: Link to files used: https://www.dropbox.com/s/plrq0bgjaen2ry3/Minecart.zip?dl=0 This works by creating an animation in a 3d program like 3ds max or blender and exporting it using the respective *.rof exporters for them. Currently only the blender exporter is publicly available.
  7. What you just discovered is a limitation of the default radiant brushformat, it only projects textures from the world axes. If you can change the brush format to use brush primitives this problem should go away.
  8. It really does not work in multiplayer which is odd to say the least. I may have to do some more digging to figure out what needs to be changed to make it work in MP (if possible at all)
  9. That is odd, did you try the .sab file I pasted? Does it work properly with that? I only tested this in openjk sp, didn’t try it in MP at all.
  10. I played around with this and got utterly confused since the wiki entry on this is incomplete, so I decided to snoop around in the source code a bit and found what I needed to know to get this to work: dual_test { name "Test" saberType SABER_STAFF saberModel "models/weapons2/saber_dual_1/saber_dual_1.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberColor red saberColor2 blue numBlades 2 saberLength 32 saberStyle staff throwable 0 singleBladeStyle medium singleBladeThrowable 1 brokenSaber1 brokenstaff brokenSaber2 brokenstaff twoHanded 1 //define Bladestyle 1, you can have a maximum of 2 bladestyles per saber noblade 0 trailstyle 0 noDlight 0 //define Bladestyle2 noblade2 1 trailstyle2 1 noDlight2 1 //Tell the game to use bladestyle2 for all blades after Blade 1, so blade 2...8 will use bladeStyle2 BladeStyle2Start 1 } I hope this helps @S3rafim EDIT: I also updated the wiki entry about .sab files with this.
  11. Can I mod MBII

    1. AshuraDX

      AshuraDX

      As far as I know - yes.
      There are plenty of skin replacement mods for MB2 from what I have seen, you may want to head to the mb2 forums for help with that.

    2. Doughnuts

      Doughnuts

      Yes you can. Send me a PM through discord and I'll show you a few things unique to MBII.

      EliteDoughnuts#2601

  12. Guys, please keep it civil. If the files were taken down for that reason a handful of people from our community may be up next to similiar takedowns. I have no clue what might follow for JKHub if these hypothetical cases started to pile up. This should not be an event to celebrate. I‘d much prefer seeing this takedown be due to personal reasons than a DCMA. However, the only person capable of shedding some light on this is @The Punisher himself. And it is his decision on whether he does or not. Please keep it down guys.
  13. fbx is not supported by radiant
  14. Something I made rather quickly yesterday evening, hope this helps avoid hitting the transform space error for some of you ?
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