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ZanderNao

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Everything posted by ZanderNao

  1. I guess form is more important than function when you can shoot lightning out of your hands, lol.
  2. The collar piece is quite absurd, but the rest of it doesn't seem any stranger to me than Vader's outfit. The sith lords often have incumbering outfits, lol.
  3. I'd really like to be able to spawn him as an NPC in MP?
  4. The last time I had to film a scene on Dagobah for my machinima group we had to use the Kampong Cham River Crossing map from jk3files for the right aesthetic. It would be amazing to have one tailored more after actual Dagobah.
  5. The dianoga model from Dark Forces is only able to move around in water but is stuck in place on land. Perhaps something like that could get it closer - though honestly, just having in game is so exciting.
  6. The fact that you got it in game, that it chases you... I am astounded at your brilliance and amazed at the progress of this mod!
  7. Fantastic work! I've always wanted to see more stuff like this. How did you blend the models to get these heads on those bodies?
  8. No matter how long it takes, I don't suspect I will cease being interested in this map. Thank you for continuing your efforts, no matter the speed.
  9. lol. This thread is amazing on two distinct levels... 1) I am so happy to see people work together to get a shark into Jedi Academy. Good suggestions, good reception of modifications, the model really taking shape. 2) I could not imagine at all how, even if the shark was animated and rigged perfectly, it would work in a game like Jedi Academy... but the ideas are amazing... You could jump the shark or the shark could force jump you... Swoop, flying sharks, floating sharks, swimming sharks, walking sharks. This is so amazing.
  10. Stargate.... I absolutely love Stargate. Captain M's Stargate_Atlantis map never left my base folder once it got there. The pudjumpr vehicle that doesn't have full exterior clipping has proven so handy as well.... So many good maps. Even talked to SJC and asked him to release his SGC beta map and it worked out. And yet there was so much more to explore. I look forward to seeing more screenshots, and especially to the actual mod release!
  11. I'm coming tot his a bit late, but wow... so very amazing. I am delighted beyond belief to see some different rebel looks, and to have a female is an added bonus. It's good to get that diversity in there. And the Jango updates, each update was so exhilarating to see it getting closer to a reality. Will any of them have mouth rigging?
  12. In single player they seem to be quite interchangeable, but in multiplayer it seems to be a bit tougher. But, as said above the first person weapons are md3. I'm just trying to figure out if there's a way to spawn independent MD3 items onto a map without changing the map itself.
  13. @@mrwonko I read the story from your tag... Really profound and amazing articulation, my kudos. It reminds me how sad it is that Jedi Academy doesn't have bow/flourish/gloat support under normal conditions.
  14. Wow! Well, this certainly lays it out for me very efficiently. Going back to the throwable stuff pack, I guess I'm thinking of static, non animated elements from the base game assets being spawnable as NPC objects in multiplayer (accomplished by binding them as static humanoid players that didn't do anything in the pack), but I have no idea how to take what exists as an MD3 in the base assets and convert it into a glm for spawning sake.
  15. Static... Hmmm. Well, the bomb and the beacons both have moving aspects in their SP use, I don't know if that would interfere with their use. The Ysalimari is static in model but spins on the pedastals and stuff. But how would one even get the game to spawn an md3 model? You've got the NPC spawning file, the default skin file for the image pathways, is there any way to get it to point to the MD3 and use it?
  16. I guess I was lucky to catch him during one of his active periods. That's an insight.
  17. Alright, so as far as I can determine... .glm are static models in the conventional sense (using skeletons), and .md3 are models that are connected with tags. It seems that everything spawnable utilizes glm models, from npc characters to vehicles and what not. Even my most favorite throwable stuff pack utilizes GLM and classic skeletons. Is that the only way to create spawnable entities? The bomb from the boba fett level, the ysalimari from multiplayer, all of these... would they need to be compiled to a model, weighed to a skeleton and then spawned?
  18. This is by far one of the most important mods ever created for Jedi Academy, at least for me. This opened up so many more options for the film making process. It is ingenious, creative and wonderful. Now, if only I knew how to make more models and weigh to skeletons, lol.
  19. That sounds like a pretty good method... But anyone know if Chalk is alright? Has anyone heard from him?
  20. Nothing wrong with voicing opinions.
  21. Yeah, I've always thought the mono-eye look was really cool. One of my biggest regrets about "Star Wars: 1313" being canceled is that their mono-eye droid probably will never catch on enough to become its own Jedi Academy model:
  22. I was reading an article about all the darths that have ever been and I came across the image of Darth Jadus. I wouldn't call this a request so much as a suggestion. I figure I pooled all my hopes into Chalk's T3-M4, but the idea of this guy seemed too cool not to put forward as an idea someone might want someday.
  23. I kept on missing it too... Whenever I get a new computer or install windows, one of the first things I do is run a .dll executable that lets me see into pk3's as if they were zips, since that's what they are. The only down side is that when looking in the base folder, they are indistinguishable from one another. I just happened to have filetype extensions visible for dealing with some videos and went through base and lo and behold, there was the problem. I'll be sure to check that a lot sooner from now on. Thank you both for your help!
  24. I always use pakscape to save directly into .pk3. I've done a fair share of skins and vehicle mods, adding additional content into the game has never gone bad for me, it's just this replacement that isn't working. EDIT: But wouldn't you know it? You were in the ballpark... The file had been saved as a zip instead of a pk3 despite pakscape being set to pk3, so the game couldn't see it. Renaming it fixed it the issue and everything is as it should be. Thank you for getting me to the sollution!
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