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Everything posted by Rooxon
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@@scp_chaos1 @ @@mrwonko correct me if I'm wrong, but I think we've got a little somewhat capable dreamer here. I don't think he tried to search for a mod with his description, but rather explained what he's doing. Yes, his english is very poor, but still understandable. Basically, he's telling us about his work. Advances mod, some kind of FPS total conversion mod, as I understand it. Then he speaks about 15 features he wants to bring us, see those parts where he says "... if you put in the bar tricks and put npc spawn..."? With "If you put in the bar tricks and put" he probably meant "If you open up the console and type". Then everything is quite understandable now that we know he's telling us his plan, but then we come to point number 8. "Renplasa is first weapon but second is semi automatic" made me a bit confused at first, but renplasa was probably meant to be written as "Replacement" and an uzi gun is full automatic as far as I know, so it'll probably replace the blaster rifle. After that I understand pretty much everything left, I'm just totaly in the dark concerning the last point. He probably wanted to tell us that the final boss will be himself made specially for the mod or something like that. I deducted also this is a bit messed up mod, combined with too many unrelated things (like the Flutter horse "easter egg") and is probably Advanced Warfare inspired. But to be perfectly honest, I actually like the idea around this somewhat. He does seem capable, I think he's working alone and to do that for such a big scaled TC, you GOTTA be capable. Very capable, but we'll see how it's going to turn out! I like the sound of 7 different campaigns and 5 secret levels per campaign! I'll be checking this thread from now on. If you need me again, just tag me to the issue like you did now and I'll try to deduce whatever I can as many times as you need.
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Yes, of course I did not have much of an idea where I schould place it. Or how. Did you fix it yourself or schould I do it? Because I'll try to place the very same tag for other hilts in the same position too. And once I have this position figured out, I can go equip my packs with holster rings.
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[WIP] Castlevania: Lords of Shadow HUD (JKA)
Rooxon replied to Angel Soul's topic in WIPs, Teasers & Releases
Hmm well maybe you could probably recreate it a bit differently, as JKA has it's limits... but I'm not sure it would work. -
I think I asked this before, though I can't find the conversation/topic. Where can I download a rend2 beta to test out? I remember I was playing with it once already, I think. Also I'm interested in what shader options I have as a mod maker regarding weapons and how to utilize them in rend2, but I can talk about this with people on Skype.
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Version 1.0
542 downloads
I bring you a strong weapon, a saber hilt from the game Castlevania: Curse of Darkness for PS2. It comes with special custom shaders, so the model is worth looking at up close THE MOST! Special stats: - 2x parry bonus - 2x lock bonus - 2x damage scale - return spinning damage (after saber throw) It also comes with MP support. For SP, open up your console, enable cheats with either "helpusobi 1" or "devmapall", then type "saber lasersw" and it schould appear in your capable hands. I would also like to mention I searched for reference pictures of this hilt and didn't find any whatsoever. If anyone wishes to use my model for their own work/projects, send me a message via PM. I will probably allow you to use it anyway, but message me anyway, because I've drawn my own concepts and if you wish to try modeling it yourself, I'm ready to share those with you! Enjoy! -
[WIP] Castlevania: Lords of Shadow HUD (JKA)
Rooxon replied to Angel Soul's topic in WIPs, Teasers & Releases
In JKA Shader files, it's pretty easy to wrap a texture around any other texture and make it animated and stuff like that (especially with ShaderEd), but I'm not really sure what exactly you wish to do (probably one of those bad moments where I don't understand everything, not being an english native speaker). And I'm also not sure that all shader options would work with HUD elements, I have never yet tried it out. But it'd be cool to make the life/force/ammo bars glow or something -
- 14 comments
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- npc support
- custom sounds
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[WIP] Castlevania: Lords of Shadow HUD (JKA)
Rooxon replied to Angel Soul's topic in WIPs, Teasers & Releases
@@Angel Soul you still need shader help? I can help you out, if you need anything. -
@@therfiles well why would it be too late? Most of the time, things get done "too late" because people think it's so, not because it actually is. Where there's will, there's also possibility. I also think new hud elements or more options would be great! Just think about how cool a lifebar would look like, that would drain part by part, like, for each and every point of health a single bit. Not this 4-part bar that's the only possibility now. Hand on my heart, it looks awfull and one of the biggest flaws in JKA is the HUD.
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No no, let me help you get it running, because it's possible already now. Tell me what EXACTLY is the problem. Look, for example, my specs: Gigabyte 980 GTX 4gb Overclocked I7 4790K 4.2 GHz Overclocked RAM DDR3 16GB PC1600 Kingston HyperX SSD HyperX 3K 120GB My old, 11-year old computer got burned down in a thunderstorm, so I had a perfect chance to upgrade from a mid-end comp to a very high-end one. I run AC:U everything on MAX with the 1.4 patch without a single problem. A lot of things got already fixed! Before, unpatched, I also had a bit less then 20fps and a lot of crashing/save problems. But I learned a bunch of tricks you can try, so let me just help you. If it's the fps you're worrying about, just try what I told you. Reloaded, all patches from them, and apply patch after patch in the correct order. But you said it doesn't help you? Well how come, what's still the issue? EDIT: allright, I've got an idea. I think your computer is still just too weak to run the game. Look at the minimum requirements: CPU: Core i5-2500K 3.3GHz/Phenom II X4 940 GPU: GeForce GTX 680/Radeon HD 7970 RAM: 6 GB Now take a look at the recommended specs: CPU:Core i7-3770 4-Core 3.4GHz/FX-8350 GPU:GeForce GTX 780/Radeon R9 290X RAM:8 GB You're running on 750, which is A LOT weaker than the minimum requirement. I'd expect to run it smoothly with everything on low or medium, looking at the way the graphics are made.. Needless to say, this is the first game in long years to really challenges all these new computer parts out there. It's like when Crysis came out as the first DX10 game and all possible parts to buy at the time were too weak to run it perfectly smoothly. I've upgraded to the best possible parts I could get at this time and still Unity brings a bit of lag for a moment here and there. So in theory, possibly it's not just badly optimized but most people probably don't realize that it's a really next-gen made game and so must the computers running it be.
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Zefilus, I just told you a bunch of usefull stuff that comes in handy, concerning running the game and to run it smoothly... That's pretty much all you can do at this point, anyway. Download another version and patch it to the latest patch!
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hahahah hilarious, exactly like in Crysis 2 But must be fun!
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Or at least special saber properties, like a light saber would be able to do return damage, a little bit faster but, like, 80% of damage output. Or certain things like that would be cool and I'm sure these are possible.
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Moving on, the work has just about started to be fun. Now that I've released the first versions of my saber packs, it's time to change my priorities a little bit - I'll start working on the weapons for The Dark Pastime mod, which will require a lot of concept working and talk with the team, so I'm practicing a little bit drawing the weapons. First off, I'll show you two hilts (to the left) which are somewhat my own hilts, if I were a jedi and use any. To the right, it's a concept of The Laser Sword from Castlevania, which is a mod request by Angel Soul. I will be updating these released packs more as side-work now for a brief amount of time. There's tons of work I promised to do for others and it's time I live up to my word. @@Circa, I was thinking about adding holster rings to all my weapons, equiped with the tag_holsterorigin. I'll be working on new models for the first two packs and I've got the finished Dual pack already in max, so it's not a lot of additional work. I just need to hear that I schould go on and do it.
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We've got no snow whatsoever and it's 6°C out here. Pretty depressing and still with no cold front in sight.
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Take a look at the originals - this time I didn't change much from their respective original looks. A few things previously only on texture are now modeled, there's not more buttons than there schould be. If you come across any bugs, please reply about them here in the comments. I'll fix them by the next release.
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Yes but Omicron made me remember something important; not everyone would like the curved version. The final versions of my packs are gonna have a lot additional hilts to choose from and some extras, like the curved version for the Champion, a few reskins done by me probably to make the hilts more to my liking and such things. I'm gonna concentrate really hard to make this project come to light in the best possible way. Anyway, Merry Christmas to you all! Have fun with the pack!
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@@Serenity937 that's pretty much what I wanted to see and it looks great. But maybe it could be a little bit smaller.. like 75% of it's size right now. Or possibly 70%.
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Version 0.5
4,025 downloads
INSTALLATION INSTRUCTIONS: Copy and paste the WHD_DSP_05.pk3 from this zip file to your "base" folder, the default path is "C:/Program Files/Lucas Arts/Star Wars Jedi Knight Jedi Academy/Game data/Base". DESCRIPTION: The original dual sabers recreated - with additional features, more are to be added in the future! - New models and textures created from scratch! - 6 single hilts in addition to the 5 staff hilts, the single saber counterparts of the dual ones - All sabers have return damage - Staffs are throwable - Staff sabers with one blade turned off are not throwable anymore - Some sabers have slightly lower saber blades, if their hilt is long (in height) - Broken saber support - All of them have MP support! If you wish to play with the single sabers in SP, open up your console, enable cheats with either "helpusobi 1" or "devmapall", then type: saber single_16 (Guardian single) saber single_17 (Avenger single) saber single_18 (Vindicator single) saber single_19 (Champion single) saber single_20 (Vanquisher single upper part) saber single_21 (Vanquisher single bottom part) BUGS: Fixed most of them, the rest will be done in future updates. COMMENTS: Not compatible with any other mods that replace the original sabers! FUTURE PLANS: This is the first pack I deem completed, at least for now. These models won't be updated anymore, just the textures. Moving on, I'm gonna start once again modeling the Single Sabers pack and Misc. Sabers pack. Why? To make it good, of course! What's more, in the future, you'll see 10 additional staff hilts to be added to this pack and 6 hilts to the Single Sabers Pack! Other files in this project: https://jkhub.org/files/file/1900-%7B%3F%7D/ https://jkhub.org/files/file/1921-%7B%3F%7D/ https://jkhub.org/files/file/1897-%7B%3F%7D/ -
The Vanquisher finished more or less, just some dust layers remain and a few light levels touch-ups: I schould have the whole pack up and working in a few hours and I'll upload it then. I just need to make sure I didn't leave anything important out on the previous models. And I simply love PNG files. I mean, look at the texture! CRISPY AS POSSIBLE! Why I did not use it before, I don't know. I'm quite proud of myself, actually. I created the last hilts, making my pack now somewhat complete at last. Here's a group picture of them: The Guardian, The Avenger, The Vindicator, The Champion, The Vanquisher staff hilts and their single hilt counterparts: The Guardian and the Avenger have .jpg textures, while the other three have .png, just for your information. The difference is incredible!
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@@AshuraDX haha I had it without these lips and went through the extra trouble to make them well but you're right I suppose. Give me your oppinion on the png thing please; schould I use pngs to get nicer textures and have big filesizes or rather the highest quality jpegs like before? Oh and I'm thinking I'm gonna remodel the center part of the Vanquisher, I don't like it being a cylinder like before. I think I could actually make a model out of the thing that's supposed to be underneath.
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Well I'll share my part of experience with AC:Unity, if nothing else, to bring this topic back on.. well, topic. I'm a huge fan of the series and I agree with eezstreet and zefilus actually. AC 1 and 2 were great, revelations and brotherhood were allright but basically AC2 nevertheless, even most of the user interface. I still played and loved the story of all it's followers and needless to say, it's the same with Unity, though I miss sailing and some other things previously availible, but hey, it's not my decision how to create the game. I criticize it like it is, not as what I'd want it to be and in light of that, it's a great game, concerning the story and graphics. Possibly it could be longer, but I've done mostly just the main story quests. If I went for 100% save, I'd need 2 months to do everything, probably. Dunno right now, will do once the game is finished patching. So, let's go to some facts about the game itself. The Skidrow release was nuked, Reloaded is until today the only working/patchable version you can download through torrent sites, I also haven't yet bought the game as I'm waiting for all the patches and DLCs to arrive first. I used the Reloaded, unpatched version. Got pretty low FPS on my new computer beast with a 980 GTX 4gb graphics card, around 15-20. With patch 1.2 this got a little bit fixed, but still there was lag at times and I was actually very surprised by that, as I'm able to run pretty much any other game at max fps (with a good port, of course) including all previous AC games, Crysis and so on, no need for a long list. Now I'm about to install it once again and try out the new 1.4 patch, but this time around, you need to apply the patches in order. You can't apply 1.4 and hope you'll get all it's benefits, maybe the game won't even start at all. So after I've done that, I schould have max fps. We'll see but to be honest, I don't even try setting the graphic settings of games to anything lower than it's max possible settings since I got my new computer, everything except TFU and AC:U worked fine. But these two games bring my computer on it's knees like little....beaches. if you know what I mean So the main things I'd like to point out once more are: 1. use the reloaded release, if you wish to play it since it's the most stable one and is getting patch updates. 2. to make the game less buggy, make sure to apply all the patches for it but DON'T FORGET YOU NEED TO APPLY PATCH AFTER PATCH IN THE CORRECT ORDER! So, first patch 1.1, then 1.2, then 1.3 and last but not least, patch 1.4 which finally brings performance fixes. I've also had some saving trouble with the initial release from Reloaded. It saved just fine up to the part just before you jump from the roof at the start and then the Logo movie appears, at the moment when there's a riot in front of the prison. After that I played up to sequence 4 memory 2 I think and the game crashed, and even though the game seemed to save before, when I fired up the game once again, the game was saved at 2%, I was at the part at prison again just before you jump. Stupid, right? Luckily, not many people had this issue. Well, patched the game with 1.1 and 1.2 from RELOADED and it saved fine, the game was finally playable fully and I play everything on max graphics, even TXAA, vsynch and everything else you can use, with patch 1.2 at more than 20fps. I'll edit this post this evening or tomorrow, to report what experience changes the 1.4 patch brings!
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Allright, I'll throw it in my pack as an additional PK3 option, then I've been thinking about this myself too. This way I come around the problem for people who don't like the shape, as everyone can decide which one to use by themselves. Hm and maybe changing the bend modifier to 15 would be nice to see, right now It's at 25. At this point, I would like to ask if anyone knows how to put together an installer and could help me or either teach me how to do it myself. I plan on throwing in some extras for other mods too, using an installer where someone could choose their options and then only the selected PK3s get copied would be great. I might not use it for the releases on JKHub if there's a problem with it, but I sure would love to once I've finished the whole hilt weapons pack and uploaded it to ModDB.
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Well, or Yoda. There is some truth to that... And it's actually quite a grippy surface, so yeah, why not. Let's make it leather, then. A little showcase of my progress on the last, the Vanquisher hilt model: This time, I started modelling the other way around. First the dual saber and out of this one, I'm gonna make 2 different single sabers. Why? Just for fun and because the dual hilt isn't symetrical like the others in original in the first place. So this calls to create single_15 and single_16 saber hilts. Possibly I'm gonna have to rename these hilts to single_15-single_21, as I'm gonna add 6 additional single hilts to the updated Single Saber pack. I thought I might share also some progress on the concepts with you, as I was simply stunned when I looked at zefilus's designs yesterday: Alora's Saber hilts (unchanged): Tavion's hilt (quite a daring design, but it's something I did not yet see before, that's why it's interesting to me): Stinger (unchanged, zefilus version): And now, the first two hilts I've decided to use as additional options featured in my packs (I'll come up with some names myself also): Rooxon's Dual_6, The Fighter: Rooxon's Single_10, The Veteran (classically designed hilt with handguards): Now, I need to state just one thing. I believe @ has the most talent designing saber hilts I've ever seen. Honestly, I haven't met anyone who could come up with such great original Ideas! I was stunned when he sent me his pictures yesterday and I can't wait to start creating these! I'm honored that I can model these concepts into real weapons. There's no other way of saying it, really.