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Everything posted by ZanderNao
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Nothing wrong with voicing opinions.
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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:
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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.
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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!
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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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I experimented with that a bit... The default file name starts with Re, but I even did a version that started with Z_re to get it to load later. Toward the end I included npc files pointing to the proper models as well as model file pathways over-writing the originals with the models I wanted, but neither worked.
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So I was getting ready to film a cutscene for use in my film group, the Dosuun cutscenes with Rax Jorris... I've played lots of mods that swap around which models are used for specific NPC's and I've even, far in the past, made a few myself... For cutscene purposes, getting the NPC file to point to the model you want to use is supposed to be enough. I tried that, but the game defaults back to the original models. I took it a step further and made the models/players/rax_joris and saboteur folders and loaded them up with the characters I wanted to be using, but that didn't work either. No matter what I do, it just defaults back to the original characters. I feel like I'm missing something rudimentary, something basic, but I don't know what it is. Anyone have some tips?
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Lightsaber-Jackal Shield (Halo)
ZanderNao replied to JAWSFreelao's topic in Mod Requests & Suggestions
That's pretty close to the original request, nice find! -
Lightsaber-Jackal Shield (Halo)
ZanderNao replied to JAWSFreelao's topic in Mod Requests & Suggestions
Where might one obtain the shield gauntlet from? -
I would be most honored to beta test and provide screenshots or video should you so choose.
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If it were a matter of just skinning, there are a few different Kit Fisto models out there... but to get this guy's super cool outfit there'd really need to be a new model made.
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Ahhhh, yes! They have those circling around the force unleashed maps to give the skybox a little more action. It would be very nice to have that in JA too!
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Alright, I took some more reference pictures for consideration with skyboxes and such.
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Oh good... I'm glad. This planet has some pretty scenic backdrops.
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Wait, you saw a shuttle? Really? I need that so bad! Or do you mean the H shape landing transports? There' a broken link to a neimoidan guard on moddb, the sort they depict as the statues in TFU but Id idn't see the improved Rune. So much to research!
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Yeah, I do find it interesting the various depictions have the bridge cities in different orientations. I took some reference pics in case they would be helpful getting textures down and such. What are the rules regarding skyboxes? I know you can't port anything from games, but do screenshots used in the making of skyboxes count since you would have to calibrate them into Jedi Academy? Anyhow, onto the pics:
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I am so glad you included the picture, I was trying to rack my brain remembering. It matches the Force Unleashed II content better than I expected it would.
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What sort of map did you have in mind when you were considering before? The airy platforms? The almost palatial interiors? The tram?
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I think there would be many, many people that would want that!
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There really doesn't seem to be much neimoidian content in general... There's a gunray/rune/holographic neimoidian skin that was part of a much larger mod but not released on its own, I found a few traces of a neimoidian guard on moddb but no downloads or anything... and saddest of all, no maps of that beautiful arch city. If I ever find any I'll try and share the news.
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Oh wow, it really is amazing to see it expand like this! I loved the map before even with its limited size. This is a project worthy of much support!
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character HUMANOID SKEL NPC: Heavy Male Civilian
ZanderNao replied to Psyk0Sith's topic in Dark Forces II Mod
Simply outstanding work... It's amazing to see them in game. Your attention to detail is exquisite and it is really nice seeing how much can be maintained in the game engine. Some of those variations are starting to remind me a bit of Merillion Tarko from Force Unleashed 2. It amuses me. -
I got startled and couldn't find this... But then I realized it had been moved from requests to work in progress. I feel a lot better now, lol.
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Ohhh! These are glorious. I hope someone puts them to good use!