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Everything posted by AshuraDX
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get proxmate
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Request for a skin and lightsaber of my SWTOR character :)
AshuraDX replied to hka1894's topic in Mod Requests & Suggestions
that saber would take me approx an hour to get done might do it tomorrow will see about that though -
http://www.youtube.com/watch?v=NN75im_us4k holy shit....this is awesome
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I could do the flaming skulls pretty easily by altering this guy here : http://www.youtube.com/watch?v=tzYYLhBbXfE could even include the laugh as some sort of taunt or something then make the noghri weapon invisible , place it i nhis mouthz and make it shoot fireballs , I think the noghri gun would work best for this as it leaves a DOT(Damage over time) effect on you and with altered effects It could turn out decently
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character HUMANOID SKEL PLAYER: Kyle Katarn
AshuraDX replied to Tempust85's topic in Dark Forces II Mod
this and I think the skin texture is too perfect/too smooth atm probably slightly wider cheekbones I dunno you can tell it's Kyle though May we see a side pic and maybe a 45° shot ? the face might aswell be too round , mainly the jaw line -
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we could also make all weapons use the same kind of ammunition and NPC scaling was allways possible in SP just look at the jawas or ughnaughts the meshes are the same size as any other character model
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Version (1.0)
3,235 downloads
Starkiller's Lightsaber AshuraDX **************************** MODELS : AshuraDX(AshurathehedgehogDX) TEXTURES : AshuraDX(AshurathehedgehogDX) E-MAIL : ashuradx@yahoo.de VERSION: 1.0 ***************************************** Description : the new , better , version of my starkiller saberhilt which was supposed to be released with my starkiller playermodel but as chalklyne craves it that much I decided to release it earlier, here you go buddy ! how to get them in SP : 1.open the cheat console by hitting ~ or ^ 2.type : helpusobi 1 3. type saber "x" replace "x" with one of the following Starkiller Starkiller_blue Starkiller_green Starkiller_purple Starkiller_yellow Starkiller_orange- 6 comments
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not feelung like worknig on my Starkiller stuff atm bud , sry but the hilt is completely textured and I added color variations , I'd just have to get it ingame @@ChalklYne just submitted it
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you can rescale character models via their NPC file so that's not going to be a problem I can kinda see problems incomnig with replacing the forcepowers for secondary weapons we cant bolt a model to the players hand which will be shown when using the specific force power without any sort of code mod unless we place a model righ tin the .efx file at the origin of the "weapon" effect
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I'D suggest using the base JA lambda shuttle as reference , model around it and model some of the textured details or if you're fine with a lower quality mesh just take the base JA shuttle and edit it a little
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less blue in that texture map please , I can take you some screenshots of the tie facillity exterior if you want EDIT : after checking the scene in TFU I'd say , make the blue spots in your exterior texture the same color as the rest and put some blue lights around te hangar forcefield to give it that slightly blue tint
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okay.... just 2 days ago I converted a part of my map to .obj and started to optimize it , with the goal of covnerting it to ASE , importing that to gtk , clip brush hull it and use the optimised minecraft map in JA it'll take me ages to finish this.... If I ever do also , a block is NOT half the player in minecraft "steve" measures 1.75 blocks
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I remember that ... I think it was never released , some guy whose name I cant remember showed this WIP on Gamefront Forums . about 1 1/2 years ago I'll try to find that thread for you Edit : found it ! http://forums.filefront.com/sw-jk3-modding-mapping-editing/439663-satele-shan-skin.html now good luck contacting that guy
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yep , interested
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you could even go further and just swap the weapon settings via ext_data/weapons.dat but I think the only difference between both guns are the effects as If I remember correctly they function the same way and also share the same alt-fire
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came to my mind the minute I saw it
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I could probably lend a hand with models here and there , if someone supplies me with enough ref pics
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should be possible since the sourcecode was released but I have no clue how one would do that here's a shout out to someone who might know @@eezstreet
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@@Botdra you dont need thin brushes box brushes will do fine , that's what I did just caulk the bottom side
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allright i'll try to catch szico onlnie for the conversion okay now a few things : the hedge model was an exmapel what I'd like you to do with your hedges , using different offsets for each texture layer shouldnt be a problem with gtk's texturing tool the flowers wont be modeled , I was thinknig of using a sprite based "grass" shader with a flower image so isntead of a grass halms you get flowers on all brushe using the shader
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@@Botdra will model ASAP , could you pass me that brush archway as ASE ? for scaling reference I'm currently working up an example for your hedges so here check this out : my hedge persists of 3 outer , alpha mapped shells a core hedge brush and a base the very out shell doesn't touch the base of the hedge I'M still waiting for my bud to pass me the photo's
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oh these are some nice refs ! I'll prepare something for you later , I hope you dont mind making adjustments to your hedges and I allready got an idea for those flowerbeds , it will require a flat trianlge (or whatever shape you want them to be) on the floor the shader will do the rest
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@@Botdra I just sent a friend of mine who allways carries his cam with him to take some good shots of a few hedge but I dont know how long it will take till I get his pics as it depends on when he comes across a good looking hedge the next time he's out of town so I sadly cant borrow his cam and take those shots myself you'll get some decent hedges
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Allright then , looks liek I'll have to borrow a good cam and take some good high res shots from various hedges might take me a few days