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Posts posted by Rooxon
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How's it going? I could do some things also. Regarding weapons and such. You must know I've already given my word to help with Dark Pastime team doing their weapons, but I'm a huge Castlevania fan also, I've played through both LoS games, not to mention all the previous classics, GBA games, DS and so on. I could work on things for you guys after I finish at least my own Sabers project which I'm working on right now.
Angel Soul likes this -
What's more, I've seen you do animation changes. If I take a good look at the saber throw animation, the player just kinda straightens it's arm, I don't see any throw really, yet the saber launches from you at quite the speed. A bit anoying I think, could you do something concerning that? Other than this, I plan on including a few script addons for JKA regarding sabers on my own for my WeaponsHD, concerning the saber throws also. We could talk a bit and work out our plans so that we don't both work on the same things! Also, I'm availible for help if you ever need something.
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Why is there such a difference between a local server and the SP campaign? Because of hard coding?
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I'm crafting all of my textures from scratch - a new file in Photoshop. You're free to ask anything you want, I'm doing this for about 10 years now and I'm quite confident I'm able to texture pretty much anything and what's more, I've learned it all BY MYSELF, not with tutorials. Just PM me or something if you get the need! But basically, I can give you a good advice that really helped me; Always just think about how the thing you want to texture would look like in the real world. Imagine it being in front of you and think about what you see, the lines, the shadows, the reflections, the dirt, damage and so on and so on. Later you just draw all this layer after layer and voila. At least, that's how I'm working.
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Well yes, a great deal of effort is needed. Though I do seem to recall playing a mod once in the old days, where you could pick up sabers from defeated opponents and use them, though after you ended the level, you were back to using your own one. Now with the source code I think pretty much everything is possible IN THEORY.
I agree with the first part, though, now that I think about it. It would really be foolish to throw your saber against someone who can wield the force. Why haven't we thought about this sooner? I say something HAS to be done regarding this! It would also solve the pesky problem I'm coming to terms with my WeaponsHD, I've given return damage to some of my sabers and you're able to kill pretty much anyone in SP even on Master level because of this. It is clever, though there just has to be a way to counter this, otherwise, it's unfair. A saber-catching mechanism you proposed would solve it perfectly! -
Well do take a bit more time and do some nice designs, I'm afraid I don't want to see those created while taking a dump.
hahaha laughing my butt off on this side haha. And don't make Tavion's and Rosh's sabers too extreeme - like your last post.
The third dual hilt is finished, I hope to finish with the last two today. I'll keep you posted here, afterwards it goes into testing (@) and I'll make a first release, so I can finally start on doing updates for the first two packs. I've talked with people lately, offering my help for their own projects and I'm gonna try to take a more active role here in our community, as I do find the time to do so, at least lately, currently if you will.
Also, I'm not sure anyone noticed, but I updated my HD Saber Blades yesterday, I took a bit more time and thought the graphics out a bit. I've given it the same "parts" in the texture as the vanilla graphics did, worked on remaking the exact same position of the graphics and I've played with the color around a bit, I noticed that the color of the floor glow and the saber graphics isn't the same for some of the colors, so this is now also fixed. Also, I didn't like the clashing of colors for the fallen hilt graphic, I've now made it blue/dark blue, which goes perfectly with the yellow glowing reflection on the hilt itself when it's on the ground. Updated the first post here with the pic also!Bek likes this -
@@Circa, you've just given me a great idea for @! THE MASS PRODUCED STINGER! Alora, Tavion and Rosh could use each their own MODIFIED versions of the stinger, if you get my meaning. Giving their sabers somewhere the same look but each changed to their wishes a bit. For example, Tavion's would be the Stinger but maybe the top and bottom changed to Desann's parts or something similliar, as she was obssessed with him. Alora's two hilts could be what Zefilus has already designed, as it kinda reminds of the stinger. Rosh's would be something totaly for itself, with a feature that reminds of Rosh himself. This way, it'd be more believable to look at such sabers.
Though I still like the black design you posted for Tavion, you could either do a few modifications to it OR do an entirely new design and I'll use that hilt for the expansion hilts, you know, as I plan on giving the players 15 single and 15 staff sabers for choice in the final stages of my sabers WeaponsHD mod. -
I doubt it but that's somewhere the same thing I proposed in the last post, if it could be given to Jaden from the start until the end of the second stage, after this before you start the first chooseable mission, switching to the one you've chosen at the start. I also said it'd be worth doing it if it had more stagelight - if it appeared more in the game. The Jedi Trainer could have it in the final mission, Rosh could wield it in the second and let's say a few of the weaker reborns could be candidates also, why not. It would bring a bit of diversity to the game, as right now in the vanilla game, you see the stinger practically everywhere, which is a bit nerve-taking for me, I confess. And who sais that some of the cultists couldn't be former jedi trainees? they've just decided to use the training saber they've built, that's all.
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Correct me if I'm wrong, but that's kinda impossible, is it not? I think you couldn't make a thrown saber, spinning towards you, get caught in your hand. Well first off for obvious reasons, an all-cutting blade flying towards you, and you'd miraculously be ably to catch the hilt each time? Don't think so. Maybe this would be nice if JKA was a duel-fighting game. The other thing I thought about are the restrictions in the game itself, it would look either childish or unappealing anyway. Not to mention the mountain of bugs that could come with such an addon.
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I thought about this too, they wouldn't get too much stagelight. So it's really debateable if it's worth creating or not, but we could still discuss this. After all, we could add more npcs to the game, whom could be potential users of such a saber. Or maybe give the training saber to Jaden at the start and make it change into her saber after some point in-game, maybe before you choose the first mission. Again, it's a question of possibility and such... all together it's complicated, in short. Well I vote for dropping the training saber idea.
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I certainly do like the hilt design, but I doubt this would make much of a "training" saber, it needs to be a bit simpler or more casual if you want. Just the basic parts put together that make the blade work, at least that's the look I have in mind for the training one. Today I hope I'll find some time to work on my mods.
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Just say the word. It might be cool to have a training saber, but it needs to be created with that in mind. Only the most basic parts and frame!
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Allright. I've been thinking about this when I made those sabers, the holster might look funny because of the saber or the ring position. In that case, just let me know, I can change such things in a matter of seconds.
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@@Dark_Cuillere I welcome you also! I hope you'll transform those thoughts into motivation and share your knowledge and experience with our many projects! We'd love all the help we can get! Take a look at the JK:Enhanced project, I'm advertising it because I'm being a big part of it, but it's one hell of a mod that'll just make you wanna play through the whole JKA campaign once again!
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I've sent you a PM, though I think what counts is the in-game look, and I think this time it looks a lot better.. Though I'm awaiting your response and see what else I can do, maybe I can quickly fix it before the update is approved.
This is the quality you can look forward to in the updated saber packs! -
@@Circa update uploaded. Tell me what you think now!
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@@Circa Ugh I deleted the post by mistake. Anyway, "I don't have any such obligatory things to do for now, so I've mostly got time in the evenings everyday, so I'll have a lot of time for modding" is what it said.
You just do it when you find the time, I don't mean to rush anything.
One more thing, released Vs. fixed tex:IN-GAME WITH FURTHER FIXED SHADER FILES:
I'm still doing some final touch-ups to the green parts, also I'm thinking about making it seem metal a little bit. After that I'll upload the update. -
No worries zefilus, you'll be mentioned with bold and a bit bigger text, because you deserve it. I think your designs are simply astonishing, for real!
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No worries @@Circa, I left it like that on purpose. I'm still learning how to create custom metal textures from scratch with brushes and mask use in photoshop, it's a two and a half hour long tutorial, A LOT of info. I was just using the basic shading rules, a little bit of dirt and a routine, which makes the edges fall together a bit nicer. As of right now, I haven't even gone to make it metallic or something like that, that's why it's version 0.8. I need to figure those things out, like I stated in the comment section of the readme in the file, than I'll work on it a tad more to perfect it, also add a bit of enviromental shader to the back metallic silver "shield", and than it'll look 20 times better than it does now. It's imperitive that I learn how to texture from this tutorial very good, because with this knowledge, I'll be able to create much better textures than I do now. Also, I used 512x512 and just resized it later to 1024x1024 resolution before I've started doing the dirt overlays, this is also partly the reason why it looks a bit dull. What's more, try taking a look at the uploaded mod, the textures are even further modified there than in this picture you quoted.
I just need a few more days to learn and later create a few hilts to perfect my teqhnique.
One more thing, do you still remember when we were talking about custom saber sounds? Might be a good thing we'd talk about that sometime soon, as I'll be working probably every day on my sabers, I'll have all the packs finished in the near future and I'd love to include them then.
I'd need to change the green to another tone, though, you're right. It does look too... I dunno, it kinda hurts my eyes.And the tag placement is a bit off as usual, it's true I don't think enough about that. It's allright though, that's the whole point of me doing it like that, because others see faults that I don't. That's why none of my mods are final the moment I release them, except the Aegis recreation.. It was just a request for someone who liked my stile of modeling and texturing, wanted to see it done, that's what I did so, book closed.
@ sure, besides those, I can give you the big job right now, if you want, but I ask you to really think those next sabers through a bit before you start designing them. There's a few rules I want you to follow.
I mentioned already before, I'll hit the limit of sabers availible to the player, which means 15 single sabers and 15 staffs. Currently in the game, there's 9 single sabers and 5 staffs, which means, I'd still need 6 single saber and 10 staff saber designs. What I want you to take into account is the style from those in the original game, if you get what I mean.
@@therfiles I don't mean to rush things, I just forgot to comment to your post. Did you look into it? Just post here when you do, realistically, I'll have all my packs updated probably in a month or even more, so there's still plenty of time.Circa likes this -
Again, it's awesome!
It has all the parts it needs and it seems like a working saber. Nicely done! Anyway, the Zefilus is uploaded, awaiting approval!
There's one problem though, I think. Maybe it's just a little bit too big, but there will be issues with the model when we actually try to holster it, so I'll leave it like that for now at version 0.8 and fix it when I know specifically what parts and to which extent. I gotta move on with the dual pack today at least a bit, I'll get back to those new STUNNING saber designs after I finish the dual sabers and updated the first two packs.
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Nice idea! Yeah she always seemed kinda hopelessly in love with him, a saber resembling his would be great, one thing though. Try changing the lower spiky part to something else if you can, it just doesn't seem right. The wielder would what, pierce himself pretty much whenever the hilt's anywhere near the body.
Maybe for Desann it was okay, he did seem like some sort of big lizard, which do have great regenerative capabilities, but not Tavion.
@@Circa, I'll throw in a staff saber, if they wanna try holstering a longer saber also, though I do think I'll need to move the ring upwards when we get that far. Well it can be done in half a minute so no problems there, really.
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Wow. Dude, I couldn't see this as good as I do now but you've got real talent for saber designing! To me it looks more or less epic. Now if you could do another hilt for her to dual wield, ONE STRONGLY RESEMBLING THIS ONE AND YET BE A DIFFERENT HILT. That'd be awesome and the name plate looks quite good, a nice addition and something I haven't yet seen. I'm working today on touching up the last bits of the texture for the Z3F, I'll just upload the hilt when finished to JKhub as a mod, because now it's also equiped with the tag_holster for the saber holstering script, and because it already has a ring, it's perfect to work on that with it. The tag is at the exact tip of the ring, but you can look up that position in ModView anyway. After this I think I'll manage to finish my pack by today's evening, at least roughly.
So, now I've finished working on the tex, the comparison from yesterday and today:Bek likes this -
Yes I agree, such a thing is too complicated to do. I'd rather go with two different hilt designs, and also that we change her dual wielding npc to the alora2 model. The one with less clothing, I'll need to edit the .npc filea anyway.
The only possible way I can think of would be creating some custom animations, where the player seemingly puts two dual-wielding sabers together, and than with the help of a simple script to change the saber the player is wielding (or NPC, if possible, probably not) to a model of the staff variation of those two sabers. I believe this COULD be possible, but it's a ton of work and trying to get it right. Not worth the effort for a single saber, except if this could be used with my dual sabers pack... so that even if the saber was broken and the player wields the two brokensaber single counterparts, he could put them back together into a staff. @@therfiles would this be possible to add?
@@Circa @ here, it's finished, though I went with 512x512 textures for this one. The tag_holster is at the tip of the holster ring:@@AshuraDX, how's the texturing?
@ proper testing of this hilt is needed as soon as I finish!
Dusty's Patch: An SP mod for JA
in WIPs, Teasers & Releases
Posted
@@McGroose Yes, that was the mod I've played. Now I remember it a bit better! So this is also quite a nice idea, that players could make collections of picked-up sabers and than before each level choose which they want to use. For this, we could also use the standard saber selection screen, we'd just need to make the list of the sabers variable or better explained, the list would need to consist out of the 1 saber the player has chosen to play with and EVERY saber the player has picked up at least once. It would also be nice to add if a saber has been picked up 2 times, it would appear in the dual-wielding menu twice, else only once. As for the Commando, I've seen them during the SP, cultists using guns. If you meant that they schould appear more, well in that case your wish gets a much bigger picture. Maybe we could work on it for JK:Enhanced, though let's not forget this is still @ 's topic so you'll need to wait for his answer.
But maybe I'm a bit quick to think ahead like that, let's stay at the saber-catch mechanism. I like what @@Archangel35757 proposed, though we gotta take into account the real time in-game. We can't make such tug-of-wars too time consuming, it all needs to happen in like a second or two. Two is already a bit long, actually, because well, think. If two jedis really would mash the buttons longer, realistically speaking, anyone could shoot them to the forhead or in the case of another jedi enemy, cut them down where they stand WITH EASE.
@ I have another question. Would it be possible to add breathing animations for a standing player? I saw them being used in the cutscene before Rosh and Jaden fight, Jaden is clearly breathing there and I've been thinking about this because the game as it is feels a bit dead. Liveless. Just like a game from it's time, which is now quite old already, 11 years if I'm not mistaken. And on another account, a nicer, more realitic walking animation would be nice too, now from time to time it seems like the player does move his feet but is partially floating around. Kinda anoying for videos and such things.