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redsaurus

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Everything posted by redsaurus

  1. Good to hear that it works now!
  2. What exactly are you doing? Just to check: you're selecting the RGB saber icon (the white one), then you are moving the sliders in the box around? If you have another UI mod that contains the ui/menus.txt file then the pop up will not work, the mod isn't compatible.
  3. Can you see if putting this in base works?
  4. I'll look into it properly soon
  5. sorry, it's actually going to be sabercolor 1 xff0000
  6. I'll have a proper look into it later, in game try doing /sabercolor1 x<hexcode> like /sabercolor1 xff0000 for red just to check that that bit is working.
  7. Nothing substantial, I've improved untagged saber holsters and have sort of started on an activation flare. I'd like to get a new release done over Christmas, but only if I get a version of the gun/saber style ready in time.
  8. That's not meant to happen! How are you trying to change the lightsaber colour? Are there any error messages at all in the console?
  9. that's explained just above the picture
  10. tag_holsterorigin, like I said
  11. did that a while ago
  12. free stuff (for students) https://education.github.com

    1. Bek

      Bek

      I remember I was in first Robotics last year,I was the 3D modeler.

  13. At least it's not called windows one
  14. Thanks for the feedback @@Angel Soul. I've fixed the sabercolour thing, that was due to using an older openjk revision. Also fixed head swaps not working properly when first changing to hoth. I can't reproduce the saber light being black atm, but I'm just devmapping hoth so that might be why. The custom saber stuff might be causing problems when choosing the new lightsaber, I don't think I made it work nicely with dual or staff sables, so will have to fix that. The trail being a bit off is probably just down to the image used for the trail, which is straight from the MP SFX sabers. I can definitely see about adding some kind of activation effect (possibly optional). Anything else that needs doing for the next release?
  15. The head model is already loaded into the player's g2 instance.
  16. I'm not sure we can really use the SOF2 SDK stuff as it's not GPL though.
  17. I suppose if the code is licensed under the GPL and the assets under something else (e.g. a no you can't use these things licence) then you'd say Other?
  18. I think it turned up in mb2 first based on how it was done in W:ET, it shouldn't be *too* hard to add the JKG minimap code to a clean version of the MP source.
  19. There was, of course, an earlier clone wars series replaced by TCW.
  20. You'll have to edit the npc file (the lines are playerHeadModel and customHeadSkin). To do more general swapping, I probably would need to do something similar to how JKG did the armour files (where the surfaces turned on/off were set in the equivalent of the .headswap files). The problem is that if the head/torso/lower models were all allowed to be different, there would be 4 models being "drawn" for a swapped model rather than 2 (or even 1 without swapping), and I'm not sure if that would cause problems. It's definitely a plan though.
  21. Well, I just mean that it'd require more code changes to change the animations / put new ones in
  22. added a (hardcoded ) saber stance that's meant to be used with the blaster pistol, but I decided to try it out with the flechette instead
  23. idea (refined by @@eezstreet): hidden saber crystals at various points in the SP levels that you can choose to use when building your second saber(s). possibly give stat changes (damage, length, etc.) or extra special colours (like black), rather than needing a different crystal for each colour, so that the RGB sabers can still be used freely.
  24. I'm not sure if I really want to "officially" take over the coding on the JA version of JK:E atm, even if that happens in effect. Maybe. I'm definitely going to put RGB boxes in the menus, I just wanted to have a model using the extra player tint slot first so I wouldn't have to reorganise the menu to have space for 2 sets of RGB sliders later. I've just reorganised the RGB saber menu so that it's a popup of sliders in the normal saber menu when you click on the rgb icon (closed by clicking on the icon again), and I think I'll do something similar for RGB characters. It would be really good to include your jedi hm improved stuff @@DT85, but that would probably make it somewhere close to a very early release of JK:E rather than just my customisation stuff, so might need input from other people?
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