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Alvar007

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Everything posted by Alvar007

  1. I got to it months ago, I was so addicted to the game specially when I bought the season pass. Now I am just trying to complete the diorama before the sequel launches.
  2. Glad to see you're back in some way.
  3. 1. When you use an ability in the air you won't get stuck like before, but to be honest you don't use this too much to attack since the abilities were mostly to be played on the ground (at least with the heroes in the alpha). I used force jump more like an escape form. 2. That's basically what you said. I didn't try to block though, since whenever I came across a saber fight either the enemy caught me by surprise or viceversa and I nearly had time to react. Besides, in this build Maul can't block and they haven't decided yet if that's gonna be his final state.
  4. Personally I'm glad you're moving on to imgur, much more comfortable to read than the old website IMO.
  5. I know how hard this can be. A fully scripted 50 seconds machinima took me months. Good luck with this project!
  6. Thanks! Yeah the hero combat system in the first game was very clunky, you had to wait for the animation to end to strike again. In this new Battlefront it has been definitely improved. You can swing your saber whenever you press they key attack, and if you press it constantly you can chain combos as you said. But there is like a stamina bar that limits you the combos so that you don't spam it constantly. Also, whenever you choke another hero it will play the proper choke animation instead of the stun lock that happened in the first game. But you have to be careful with these new heros, you cannot attack multiple enemies at once like you could do in the first Battlefront, you have to play tacticly because you can get easily killed as they don't have that much health compared to the first game. They are like a special class, but you can also regenerate health although at a very low rate. Another thing to notice is that the default trooper classes (except for assault) won't insta-die with an ability (suck as choke or saber throw) at full health. Each class has its own health so that's another reason you have to be careful when engaging your enemy. That's pretty much what I felt when playing heros, if you think I'm missing something that you want to know, just tell me. Hope it helps!
  7. Guys I can't believe I have been selected for the closed alpha. The game is awesome! I'm having a blast right now.
  8. So glad to have another The Clone Wars fella among us. Welcome back!
  9. Haha thanks a lot dude. I saw them. They look awesome, as well as Bo Katan.
  10. Thank you very much. Your last comic issue was great as well. Looking forward to the next one. Yes. I create them in Sotfimage and then I merge them in the _humanoid.gla file.
  11. Hey guys, I've been working on a night version of the map: I also made a little video to show the map: https://www.youtube.com/watch?v=w5UI2Pfn2YU Also a weapon I'm modelling for a side project I'm doing: I guess when I'm done I could port it to JA. I haven't posted anything until now because I have been extremely busy and stressed with studies. But now that the summer is coming I should be able to start with the first episode of my machinimas so that I can release the map for you guys. I hope I can finish both of these or at least one of them. Anyway, hope you enjoy it.
  12. I can't believe what I'm watching. Tiplee and Tiplar look beyond awesome. I don't know how you do the textures to look EXACTLY like the TV show, but I'm gonna give them a good use for sure on my projects. Thank you so much for this!
  13. It is officially backwards compatible. I can play it normally in my unmodded 360. Outcast however is not.
  14. I second this motion. I thought I was the only one to think about these girls (I had plans for a possible future project where I would need them), and they would be the first mikkian characters in JA if I'm not mistaken.
  15. ^This. I like how he has like a "competition" with Tarkin to see who is the best for the emperor and how he tries to fix his mistakes. Besides I just love the actor and his acting, he's really good at it.
  16. Another thing I made for my machinimas: There are more skin variations. Thanks to @@ShenLong Kazama for the textures. He's an awesome texture artist.
  17. Yeah I may release it. I think the hilt model is pretty accurate tbh. I also have the actual sounds of the darksaber from the show, as well as the Savage Opress's lightsaber ones. In the mean time I can send you a PM tomorrow with this if you want. I tried doing a custom one myself, but it looked like shit and this is the closest one to Mandalore.
  18. Yes, that's exactly what I want to do. Although it will take some time, so I might release it before.
  19. Credits to @@Jeff. He sent me the awesome model.
  20. So I finally decided to show some mods I made for my machinimas that I still have to start but I'm busy with studies right now: This is a Royal Palace of Mandalore map I made inspired by The Clone Wars TV show. You can see some custom textures I took from some episodes. If you want to see some action in the map I made a little test: https://www.youtube.com/watch?v=D5VArbXbAp4 Credits to all the authors of the models. You can notice in the video some custom weapons: The pistol is the same model as the rifle, but compressed. I did not make them though, they are from a Battlefront II mod. You can also see a retractable darksaber, since the one here at JKHub has a solid blade, but I'll add more pictures on that later. Hope you enjoy it so far.
  21. Dude, you are the fucking god at 3ds Max. It works! Finally! This was giving me headaches. It wasn't even working with other objects. I knew the problem was something related to that, I remember reading the XForm syndrome on your website. Thank you very much.
  22. Yeah, I know. I do that and I link it to the head so the hierarchy is also fine. But it just doesn't move when I see it in modview and in game. It's like transform didn't apply although in the program you can clearly see it does. At first it didn't move because it had the skin modifier already so I had to remove it, place the neck correctly and then rig it again. But still no luck.
  23. Ok so my friend @ShenLongKazama asked me to add a neck to the Kylo Ren unmasked model since this feature is only in the masked version and when you try to enable the surface in the skin file of the unmasked version it collapses with the head like so: Now I'm able to reshape it around the neck like this: But when I export the GLM file and I enter the game the neck is just staying in the original position like I did no change. I tried placing the pivot in the origin and applying an XForm modifier and everything like it says in @@Psyk0Sith's webpage and in this tutorial: https://jkhub.org/tutorials/article/196-3ds-max-glm-tutorial-characters-creatures-vehicles-sabers-and-weapons/ but it doesn't work. Does anyone know what is going on? What am I doing wrong? I'm using the GLM importer/exporter for 3ds Max.
  24. Where is that picture from? It looks like Blade Skywalker Runner.
  25. Woo-hooo! I will give this a good use in my machinimas.
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