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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@Lord Of Hate noBlade 1 for future reference:https://jkhub.org/wiki/index.php?title=.sab#Sword_and_Non-lightsaber-blade_Weapon_Keys
  2. Neat, I'm saving those - last time I checked was like a week after the movie came out.
  3. Does anyone happen to have the Visual Dictionary to Star Wars:The Last Jedi? If you do and get me some high res scans/photographs of the page(s) that show the praetorians, I may take a stab at modeling them. It's not that easy to get good ref material for their armor atm, if it was I'd probably allready be done with them.
  4. The joy of models that were not made for this game. OpenJk increases the limit that is responsible for that error. That is your fix.
  5. @Jokester I moved the thread and changed the title to something more appropiate.
  6. 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.
  7. 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
  8. 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/
  9. 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 :/
  10. So you are essentiially trieing to give the player access to tavions special moves?
  11. @@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
  12. 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.
  13. @@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.
  14. 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.
  15. @@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.
  16. @@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
  17. 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.
  18. There is no fix in blender as far as I know.
  19. @@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.
  20. Yeah, do that. I think I have seen it happen with alora before - but that's it.
  21. There are 2 helmet variations from what I have seen.
  22. @@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.
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