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Rooxon

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Everything posted by Rooxon

  1. Oh no, you misunderstood. Of course I plan on doing and releasing 2 packs, I wrote so a few posts back, the Dual Sabers pack and the Misc Sabers pack, also wrote what they include. I'm saying I would add the movie version as an optional file to the pack... so anyone who downloads could try my version or the movie one. That's what I meant before.. you know... like an addon, which I already featured in some of my mods. The misc saber pack will contain an additional PK3 which adds some of the sabers to the SP menu with a modified string file, which means that it will become kinda incompatible with some other mods that add sabers to the game... that's why I'll add that optionally in a map inside the zip file when I release it. Concerning Luke's saber, I've even further corrected shaders, this time the spec map. I turned the saturation almost to the top, to gain this... beautiful effect: This one is fully done now. ^^ One more thing, now all that's left for this pack are the Sith sword and scepter. Any ideas or wishes even before I start drafting them? This is a question to ANYONE. Oh, and I heard there's a limit to how many sabers you can add to the menu.. is that true? and what is the limit?
  2. @@Circa You know what, I agree. This pack's saber is quite good, only my texture would differ, I'd make it a bit worn out. But all together, it's a bit of detail work, nothing too hard. I bet my model would look somewhere the same as this. Might try, but now that I've seen this, I don't think so. Do you have any other input on my ongoing plan? I'd really like to hear what you think. When I looked at the picture of the movie-saber, I got an idea and added a neat detalied enviroment map to the saber... this is the result, Luke's lightsaber (JKA version (as per wisdom of Circa ))
  3. Well, no problem, really. I'll do an alternative version.. or better said, movie-like, it will be optional in the pack does this work for you or do you think I schouldn't include this recreation at all? @ you're my mate, don't worry... when I have all the sabers test-ready, you'll be the first to get them before I release them, as per usual. @@Circa just to be clear, you mean something like this, no?
  4. Guys forgive me for multi-posting please! I just want to present a new saber with each post, which keeps you all updated and the whole forum can see when I post something new... some people have been writing to me if I gave up already heh that's not the case. Anyway, today is a good day. I found time to do one more saber, and this one in particulary is my favorite! I'm kinda oldschool, you know. Luke's Lightsaber
  5. Heya, I'm slowly getting by with the exams, though not just yet. Today I found a little time in front of my computer, and this is what came together: Ladies and gentlemen, I give you my recreation of Desann's Saber: The plan for now is to get by my exams at faculty, and to recreate luke's saber. With that, I'll have all four models done for the sabers in my Misc Sabers pack, I only need to take a good thought on how to make the sith sword and scepter. I want them to be special in a way, at least cooler than the originals. And with 2 dual sabers done and their single counterparts also, I need to do the remaining 3 and also the sabers for the second on-going pack will be completed. Quick summary: Dual sabers pack - Guardian *DONE* - Avenger *DONE* - Vindicator - Champion - Vindicator Misc sabers pack - Katarn *Upgraded the already-released version* *DONE* - Stinger or Reborn *DONE* - Desann *DONE* - Luke - Sith sword - Sith scepter Some concepts I forgot to upload a few days ago:
  6. Yeah I didn't mean that's the only thing you know, I said if it's simple keybinding I can do it myself okay, so do you need anything else?
  7. Yes I'm planning to go forth with guns later on.
  8. I bet noone's ever said that to you @Circa, but I actually like your pickiness and the fact that you always find something that's off. Because of that it's a lot easier for me to find a way to make mods good for a wider population, you know... make sure that it's not TOO ROUND for those who like them spiky and not too spiky for those who like 'em round Ok maybe this sounds wierd, but we all know I'm talking about the saber blades here.
  9. I'm not yet much of a scripter/coder, as I just started going to IT Faculty this year. Even in my old modding days all I could throw together was some easy keybindings at most, but my knowledge right now is kinda repressed, I've remembered a lot of things already and it's still not nearly as much as I was capable back than. Well leaving this aside, I like the idea @ though is there any way to put in some kind of... cost for the activation? cause if it won't cost anything, I'd be capable to do simple keybindings on my own... I don't need that. In any way, I need something that comes as close as possible to my description on the first site. The cost for the activation makes it actually fun to play, otherwise they'd be just weapons which you could make stronger whenever you'd wish. I don't want that.
  10. okay well I made this topic as I'm requesting someone to do it for me, I'm having my own hard time learning advanced C# coding right now at faculty... I would want to do that... It's a shame I can't use force power consumption... But hey, I have another Idea. If I can't use force power cost, would there be another way? like, I could activate this power once and than it needs 2 minutes to "recharge" (there would be an additional button or something in the hud to give away when it's ready to transform again) If I don't ask too much, could you @@therfiles start working on that? I'd supervise it the whole time so it's really what I want, we can move the talk about it into PM.. other than that, thanks a lot guys, I appreciate you're willing to help already now.
  11. Okay well.. Do I need the models ready or could you start writing this for me? Oh, even BEFORE that... in what form will I get the final working result of the scripting? pk3? I mean, can I easily incorporate it with my mod?
  12. Ok lets see. For example, let's say I made 3 weapons, a katana, a broadsword and a bamboo sword. I have also made an evolved katana, which gains a blue outline on the blade and some ghost balls around the user's hands. The evolved broadsword would become a bit bigger and different looking. The bamboo sword would get shields left/right from the player's hands.. well all those details aren't really important that much, it's important you understand that the part where the player HOLDS the weapon stays the same, I only make a change in the blade model (though they're made as 2 different models/sabers). Now I'd have 6 weapons ingame, from that 3 normal ones and 3 evolved ones. I would also replace the first 3 sabers from the SP menu with those 3 normal weapons. And now the script or rather code as you said that I need, is something that NO MATTER WHICH SABER OF THOSE I HAVE CHOSEN, each would evolve only into it's corresponding evolution. If a weapon doesn't have one, nothing would happen. The point is I want this for a mod but not to be changed each with keybindings or such...
  13. Do you really get my idea? You think it could actually work? I could explain this whole idea of mine a bit further, and a bit more into detail if you want. Though it's gonna be a quite long explanation as I want to include everything I want in it to work.
  14. haha okay bout his/hers, sorry... I'll keep that in mind, folks No no look I'll try to explain it a bit more... okay if I need coding, than allright. But.. For example. The 9 SP sabers would be some... 9 weapons, normal ones. And let's say I'd implent a feature named "Weapon Transevolution", that once I press a certain key on the keyboard, the weapon would "evolve" into another (probably same model with .. other additions, for example a different blade, maybe a glowing ghost that carries shields and so on blah blah I have many ideas) The main point is that NO MATTER WHICH WEAPON I'D HAVE CHOSEN, it would evolve into its corresponding "evolution". Something like what can be seen in Shaman King, just not totaly like it... but the transformations the weapons do are the same point. You get it now? The "evolved" models would not be availible to choose anyhow... just the normal ones. Those normal ones would than be able with a press of a key to evolve up and take 20force points as cost. By pressing another key, the weapon would evolve back down to its original form.
  15. Gotcha, I'm doing near to nothing these days for my mods also anyway, the college takes its toll.
  16. Hey guys I've just wanted to let you know that I'm learning as crazy because of three exams still left after this vacations. I've been drafting and doing small fixes to my existing models (and those that are gonna stay for the first full release) and I've updated the blades mod. I'll be going full speed ahead in a week or so I know noone's rushing things, it's just that I wanted to let you know. I'm online every day, though EDIT: I actually found some time today (probably that's an exception) and I've done this: I hope you like it! The avanger is done, also double-sided. Hidden Bek helps me all the time testing the things out now and reporting any miss-sized parts of the blades, wrong placement of tags, wrong saberlengths... and so on and so on. By the next release of the dual sabers pack, I'll throw in a choice-pk3 to make those sabers availible in the SP saber menus. Any further wishes? thoughts on how I'm going on? I need something I'm editing this post once again... I'd like to state just that the new consul, adept and defender models are gonna be a kind of "surprise" in the next release, I won't show you pictures as they'll be the first three sabers finished for the 1.0 version.
  17. eezstreet, I'm planning on redoing Luke's and Desann's sabers also. If you want I can make a custom one for Tavion, and maybe also 2 more variations for the Stinger, as a Lightsaber schould be unique to it's owner... I'd be happy to offer you my help and join forces, at least what's regardin creating things, any actually, but I'm not very good with scripting or coding. I play JKA:JKO mod and I'm very enthusiastic since I joined here to JKhub, you guys here are just wonderfull, you keep me going and doing mods from day to day, nearly.
  18. Revenge of the Sith. Probably I liked to watch Anakin's downfall to the dark side EDIT: Ohhh sory don't force choke me now, I meant Lord Vader. B)
  19. Heya guys, well some of you might know about my WeaponsHD mod. Uhm, now that I've done some progress for it already, I'm gonna start another weapon pack, that's gonna include a lot of mixed weapons, and I had this crazy idea! Most of the weapons are lets say "normal" at first, but they can have their activated counterparts, something like sabers... I want to add a function that enables the player to "activate" this weapon at the cost of let's say 20 force power. The weapon would change it's model and have additional properties, so all in one, the activated one would be a totaly standalone saber. Here's the catch. I'd like to ask if this is even possible. To make a script, that WHICHEVER WEAPON YOU CHOOSE and when you press a pre-bound key, the weapons changes it's form. When you press it again, it changes back. Simple as that... At the cost of let's say 20 force power, as I stated above. Is this possible and would anyone mind helping me with that? I know a small bit on editing shader, npc, saber files, strings and so on.. .though I'm a total noob when I need some complicated scripting like this.
  20. Mind that it's the very first public release and that all of those hilts are still in the making, these are just roughly the first remakes I've done for them. I hope to make them all way better soon enough.
  21. Well if it's just ... adding tags, that's really no problem. @@Circa, I just made my first release sabers public, have you checked it out yet? Oh, and what tag schould I add, named like what? and where exactly?
  22. Version 0.1

    4,576 downloads

    Rooxon's WeaponsHD Single Saber Pack INSTALLATION INSTRUCTIONS: Copy and paste the WHD_P1S.pk3 in 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: I bring you my first release of the single sabers from JKA remade totaly from scratch with more polygons. Please keep in mind that I used higher resolution textures also and it may slow down you computer a little bit if you're running on a low-end PC, though I think for that to happen, your computer schould be really old. Single sabers featured: - Arbiter - Retaliator - Consul - Adept - Praetor - Sentinel - Adjudicator - Defender - Firebrand - Guardian (type into the console "saber single_10") As s preview of my upcoming Dual Sabers Pack mod, I've added the new models for the first Dual saber (The Guardian) and also it's single counterpart. BUGS: It's the first release so I'll wait for you guys to point the bugs out and continue to make this a perfect saberpack! Other files in this project: https://jkhub.org/files/file/1921-%7B%3F%7D/ https://jkhub.org/files/file/2167-%7B%3F%7D/ https://jkhub.org/files/file/1897-%7B%3F%7D/
  23. Actually I'm ready to do a first release for the community with the single sabers. ^^ Also added a little extra, for you to see what's coming, try saber single_10 and dual_1, the Guardian. I'm gonna submit it just now.
  24. I'm a Holmes addict, so if you can, better make this map reeeeally hard to finish! I won't mind! I'm eager to try it out!
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