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Darth Martyr

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Everything posted by Darth Martyr

  1. Try using the OpenJK Single Player engine (openjk_sp.exe). You shouldn't have any problems then.
  2. Are you using OpenJK? Are you playing Single Player or multiplayer? Are you using single saber or duals? Does your target have single, dual, or staff?
  3. Unfortunately, if you add the blade FX from this mod, it changes all of the red blades you see in the game. There is no way of getting around this, it's all or none.
  4. @foretellsoldier Did you install the SP part of the download? If you did it replaces the Arbiter saber with Kylo Ren's saber. Remove zzz_KyloRenSaber_SP.pk3 from your base. @BiasedBuddha No, it will also work in multiplayer so long as the server has the saber file uploaded to their base.
  5. Version 1.03

    10,426 downloads

    NOTE: The player model used in the screenshots is not part of this download and it was not created by Darth Martyr. You can download the Kylo Ren player model made by Kualan here This is Kylo Ren's Lightsaber. If you didn't already know, Kylo Ren is the main antagonist in Star Wars: The Force Awakens. His unique saber is built very poorly and must utilize two ventilation ports at the top of the saber. It is, however, of ancient design that dates back to the Great Scourge of Malachor. Due to the saber containing a cracked Kyber crystal, the blade has a very unstable look to it. This saber includes custom sounds that are accurate to the ones featured in the film. It has an optional Blade Effect as well as single player support.
  6. Unfortunately I can't change it so that a hilt has a unique blade effect, that is hard coded into the engine. This is why I will make it optional though, some people may not like others having the blade effect.
  7. I agree with the last part you said for sure. Kylo's saber is unique and should have the blade effect by default. The only problem is because I changed the blade effect for red, it will change it globally. So everyone with a red blade will have that effect. I'll think about which way I want to play it. I'm actually probably going to release it in the next few minutes, just have to make sure I'm not missing anything ;D
  8. So you'd rather have it set up so that there will be 2 .pk3 files. PK3 #1: This will include all the saber files including the new blade effect or PK3 #2: This will include all the saber files excluding the new blade effect So that you will only need to install a single .pk3. This would double the file size because I would basically have two of the same file, excluding the blade effect. Rather than my original thought of: PK3 #1: This will include all the saber files. PK3 #2: This will include the blade effect files to add on additionally. This option would make the file size much much smaller. I'm not worried about file size too much, but it just doesn't make sense to have two of the same file rather than have one copy of everything and just split it up.
  9. @ Thank you for the feedback! I was planning on including 2 .pk3s 1. This one will include the saber as well as the sounds. 2. This one will include the new blade effect (If this one is not in your base, the only thing you will not have is the blade effect) Also the reason the blade looks so long in the picture is because of a perspective illusion. The blade is the same length in game as every default saber (40)
  10. And this will be your third. This one is more accurate to the actual design of the saber in the movie. This one also has custom sounds and blade effects. Mine is different, I will not take the feedback of one person to tell me if it is unwanted here or not. This is the impression I am getting from your comment though.
  11. This is a WIP that I've been working on for the past few weeks. It is just about complete, it is currently in the polishing state. It has a custom blade modification that will be an optional .pk3 file It also has custom sounds including the ignition sound from Kylo Ren's Lightsaber in Star Wars: The Force Awakens. Most other sounds are not accurate to the movie as of yet. (They will be after the digital release of TFA)
  12. You can import MD3 files with a basic max script called q3-md3.ms
  13. @@ent I didn't use that because I wanted control over the video on YouTube and I also wanted a timer on it.
  14. At the time Blackout did his run, the forceregen time was 0 yes. ent's talking about doing it with forceregen of 200. Don't worry about it though Acrobat, more is to come in time >: D
  15. If you look specifically at the belt and arms you can tell that it was not ported. The model obviously has its differences. http://img.photobucket.com/albums/v421/Neolilangel/comparemanaquen_zpsa2877bf5.jpg
  16. You mean Altaïr Ibn-La'Ahad?
  17. Still working on it when I can here and there, will update at a later date.
  18. Version 1.02

    381 downloads

    This saber has been around for our clan for quite some time. I originally made it for a member back when Star Wars: The Old Republic was released. I have since reworked it and polished it up to make it a nice gem to my modeling collection. It is now officially a saber made for a member named Blackout. He and I wanted to share this saber onto JKHub so others can also enjoy it.
  19. I'll be working more on it as soon as I have the time to but here's the topic now.
  20. Version 1.00

    814 downloads

    A quick Frankenstein, some caffeine, and a reskin later and we have ourselves Grand Admiral Thrawn from the Thrawn Trilogy by Timothy Zahn of the Star Wars Expanded Universe. INSTALL: Extract the .pk3 file to your GameData/base folder. Enjoy!
  21. It took a bit of work, but I finally got the caps to work for this model. Either the tags being in the wrong place, or the screwy hierarchy was the problem. In any case, It's fixed now w00t w00t.
  22. So I tried loading the demo without chopping it in jaMME and it wouldn't load, I would attempt to load it and jaMME would crash to desktop with no errors. I chopped it down a bit and it does in fact play in jaMME now, but after like 30 seconds of playing it the players go bouncing around everywhere and eventually everyone is stuck in the air or in the position they were standing in. I am still jumping around like normal and it shows that I am hitting the players because of sparks, but the player is like not in the spot. It just STOPS. I have no idea what to do about this issue. The demo was long to begin with, I should have just recorded it in segments. Is there any way to fix this?
  23. OMG WHAT SABER IS THAT? WHO MADE THAT, OOOOH SO PRETTY ;D
  24. It's mainly because all the fields that are available in the .sab file aren't there, like specifying the block sounds. This just makes it easier for people to change the sounds around if they want to.
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