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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. I don't mind second requests of the same thing aslong as the original thread is off the subforums first page. In fact , imo, this just shows that people are still interested in this weapon.
  2. That is most likely due to the lack of access to the source code during the first 8/9(?) years of Jedi Academy modding. Fun fact: there are more "hidden" NPC-only abilities that are locked to certain npc names. The cultist_commando uses dual pistols, the cultist_destroyer blows himself up when using dark rage. And I'm sure that there's more stuff I'm missing right now. On a side note: if you want to make a staff member happy, you could check out the multiquote function the next time you want to reply to/quote multiple people
  3. Doesn't Hirmans Darth Bane model have that as an alternate skin? Edit: yes it does! https://jkhub.org/files/file/749-hirmans-darth-bane/
  4. The thing is, that wile you can add the knockback and a hit effect - this will effect all saber attacks. So even normal swings will knock people back and randomly hitting a wall will produce the same visual effect. The animations that you can use to replace other attack animations with in a .sab file are also kinda limited. You can only use attack animations, other animations don't seem to register hits properly. I don't know wether tavions slam is on that List, did you check our Wiki page on editing .sab files? That should have a list of all available commands you can use and also the "valid" animations. TL;DR I think this might not be possible without a code mod :/
  5. So you are essentiially trieing to give the player access to tavions special moves?
  6. @@Droidy365 there are 2 shader parameters you can use to turn something into a sprite, check the q3a shader manual for them. I should say that I have not yet tried these shader parms on a character model. You have to keep in mind. That this will only allow a single still image on the surface that will allways turn to be dead-on the camera to every player - from any point of view
  7. So @@Boothand was making star wars content all the time...
  8. An interesting question. We do have the ability to transform flat polygons into sprites that allways turn to the camera. You are limited to a still image or a continuous loop with max 8 frames with this though. If that works for what you have in mind - yeah, should be possible to do. But having "multi-sided sprites" like in the old DOOM 1/2 sadly won't be that easy to pull off, or atleast I don't have any ideas on how to do that.
  9. @@Jeff I think you should try to update the phase 1 helmet to use the same visor shader as the other clones. To do that, you'd have to cutout the visor from the main helmet mesh and assign the visor shader to it in the .skin file.
  10. As I thought @@GPChannel - Your textures do not exist at the filepath you entered in the shader. You have to place the *_glow textures in textures/krenictext/ - otherwise the game can not load the glow textures for your shader and will show you a missing image.
  11. @@GPChannel missing textures are listed in the cheat console, jsut open the cheat console after loading your map and get us a screenshot of what's in there.
  12. @@GPChannel Are you 100% sure that you got the texture names right? Does the console say something about missing textures? textures/krenictext/floor1 textures/krenictext/floor1_glow textures/krenictext/floor3 textures/krenictext/floor3_glow textures/krenictext/pipe2 textures/krenictext/pipe2_glow these textures have to exist and they have to be in *.jpg, *.tga or *.png format
  13. post your shader here and put it in a code tag, like this: [code=auto:0] >my shader< [/code]If that grey missing texture comes up, you most likely have a typo somewhere in your shader.
  14. There is no fix in blender as far as I know.
  15. @@Psyk0Sith the split UV seams are rewuired by the ghoul2 format, but you can hide the UV seems by editing the vertex normals along the seam, or using the updated version of carcass. But afaik the Blender exporter does not export vertex mormals and I have yet to see a Blender .xsi exporter that works for carcass.
  16. Yeah, do that. I think I have seen it happen with alora before - but that's it.
  17. There are 2 helmet variations from what I have seen.
  18. @@RecklessJames so far I have only seen this happen with custom models, the cause for this is usually a bad model hierarchy. Can you reproduce this with all of the base game's models? Or is it just a select few of them? If it's the latter I'd assume that someone at Raven did something wrong when creating that particular model.
  19. @ I like how everyone get's instantly offended these days - sure that was not written in kindest way possible, I'll admit that - but after all I told you that you could easily jsut edit any cape you like to fit what you need. And gave a barebones description of the necessary steps to get there. I don't believe that everyone needs to be spoonfed all the time. Let's throw those supporting wheels away and make you ride freely.
  20. @ And why is it that you don't just reskin an existing robe and actually do something yourself rather than just bash what other people made together? All this would need is to take any robe mesh you like, add an alpha channel, color some bits black on that alpha channel and save it. Then oyu just write a simple shader to make use of the alpha channel of your new Texture - and you're done.
  21. Okay so, I took a look. The problemmesh was very obvious and easy to identify. The torso's mesh normals are completely screwed up. Every hard edge between two faces causes the exporter to make a split there and duplicate the vertices along the edge. That torso has all edges set as hard. To fix it, go to the modifier List and add an editable poly modifier below your skin modifier. That should reset/recalculate the mesh normals and solve the problem.
  22. I'll check it out when I'm home
  23. Can you add an optional "filter token" to your workshop_ist_anims command? That could be used to decrease the console spam.
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