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Everything posted by Rooxon
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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!
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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!
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@@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.
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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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Will do, I'll update this post when I'm done. Download link of the whole pk3: LINK
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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!
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@@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: 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.
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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.
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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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Version 0.9
501 downloads
This is a mini-pack of two hilts, a single saber and staff. The hilt was designed by Zefilus, a member of our community and a great hilt designer! Both have multiplayer support, for single player open up the console, enable cheats and type in "saber z3filus" for the single saber or "saber z3filud" for the staff. Naturally, they come with custom shaders. Special properties: - Output damage x1.5 and just a little knocback - When thrown, the saber spins and does additional damage; Return damage - Infinite number of chained moves - The ring has a tag_holster placed at the tip of the ring on both hilts, which can later be used with the saber holstering addon. Those properties just seemed logical to use, as the saber is small, has a good grip area, which means it can be wielded and moved easily. -
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: