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Everything posted by McGroose
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**OFFICIAL** Dark Forces Mod revival topic
McGroose replied to Teancum's topic in WIPs, Teasers & Releases
You had my hopes up until you said that he didn't appear in the original trilogy... Well, as much as a few a few seconds counts. I was really hoping for a cutscene where Kyle tries to pull a fast one on Ol' Dengar and he tries to fly away in his giant toilet bowl ship. -
Deadlystream, Lonebullet, Nexusmods and Moddb are only a few of the multiple sites that host Kotor/TSL mods. The Kotor games should all be safe. Man, I remember Hapslash's improved Stormtrooper model was one of the first mods I ever downloaded for any game, ever. His work got me into trying to make these old games look as good as they can by modern standards. Thanks for the memories, gamefront. The first mod I ever downloaded was a Desann reskin called "Darth Ferocious". I wonder if anyone remembers it. It had a couple thousand downloads.
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**OFFICIAL** Dark Forces Mod revival topic
McGroose replied to Teancum's topic in WIPs, Teasers & Releases
A reskinned Rocket Trooper would be good for the Phase II DT; however, the Phase III DT has a jetpack and is quite fast, so using a Hazard Trooper is a bit questionable. On the other hand, Mohc hardly used said jetpack in the actual game, so I think using the Hazard Trooper may be justified. It'll just look wierd to see the Dark Trooper slowly waddle his way over to Kyle or move both fast and awkwardly. Whatever - I think the final boss is unimportant now. Just food for thought. -
**OFFICIAL** Dark Forces Mod revival topic
McGroose replied to Teancum's topic in WIPs, Teasers & Releases
Darn it! You beat me to mentioning it. I'm glad to see I'm not the only person who remembered the Mohc model from that fun little mod. Anyway, the progress you've made on the mod is astounding! It's great to see such a wonderful mod being continued while upgrading it with the luxury of improved models and character diversity (Ponda Boba for example - you should also consider using some of the other high quality alien models available here, such as JKHub's Nikto, Devaronian, and Twilek models). For the more non-traditional enemies, you've already got the Dianoga finished and Krell Dragons could just use the default Rancor spot as a base with obvious NPC edits. Even if a Krell Dragon model isn't made, you could always just use the Reek model available here. It would work just as well. The mentioning of General Mohc got me to wondering just exactly how you, or anyone, would go about having Dark Troopers work properly in this game. They're the only AI in the game that really needs questioning now. We've got a Dark Trooper Phase 1 model, but I don't remember it working right at all in the 6 level demo. It had no special AI; just a standard saber wielder. It used Desann's heavy stance, but did no damage to you unless it kicked you. I remember that he actually held a reborn saber without the blade activated. It was buggy overall, but a start. Unless they exist somewhere in the bowels of the internet, there does not exist either a phase 2 or phase 3 Dark Trooper model. The Jump troopers in jka are kind of close in that regard in terms of AI, but they still won't work for a Phase 3. I hope someone can make proper models for both phases. By the way, have you ever tried DarkXL? It improves the visuals of the original Dark Forces game so that it'll be easier to get a proper level layout. It's a bit glitchy now, but I definitely recommend you try it out for a reference. -
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The Prodigal Son (Luke's Lightsaber) - WeaponsHD
McGroose commented on Rooxon's file in Lightsabers & Melee
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One of my favorite models ever made for JKA/JK2. Haps provided so many subtle customization features for the different skins, such as choosable rank badges, belts, holsters, etc. The fun part was figuring out how you were supposed to even get these customization options to work. Glad to see this masterpiece uploaded here.
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Doubt anyone will respond to this, but its worth a shot This is a great model, but the game always crashes whenever I switch my skins to red. I have no problem doing the same with blue. This is a problem with the model file itself, not the Red skin file. It'll even crash the game if a custom red icon for Boba Fett appears. Without any files for the red skin, I just get a glitchy mess of default Boba Fett's textures wrapping around the new model. At least it works. :/ EDIT: For whatever reason, it turns out that the red icon that came with the mod was the cause of all of the problems. Not sure why, but whatever. I now have custom team skins for this model. Great mod.
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Which boss battle from the Jedi Knight series was your favorite?
McGroose replied to eezstreet's topic in Latest Poll
The Desann fight, especially on Jedi Master mode where getting choked by Desann without Bacta almost garuntees death. Hardest fight in the franchise. Especially when you're me and you edited the NPC file to give him 2500 HP instead of the original 200-300 he had before. -
I'm so glad that we're getting the Death Star and Bespin. It'll be awesome to play as Boba Fett flying with his jetpack in Cloud City.
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Thank you for this! I've got everything working perfectly with my own modifications, insignia and everything. Great job. EDIT: I've been having some problems with the eye and mouth textures. For some reason, they never seem to load, and after looking through the Skin files, I don't think there's a problem with them in particular. I'm using JK2, not JK3. 2ND EDIT: The problem is that the skin file has the beginning for loading the eye texture as "head_eyes,models/", rather than the proper "head_eyes_mouth,models/" line. I don't know if this is how loading this particular texture works in JK3, but it won't load the eyes/mouth texture if this is done for JK2. You may want to update the mod with a fix.
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I would like to make a frankensteining request
McGroose replied to SanadaSan's topic in Mod Requests & Suggestions
Thank you so much! I've been hoping someone would do this for a while now. One last thing though, did you make his rank insignia permanently the 2X3 one, or is it still possible to change it to other badge types like 2X5 and 1X6 by using the skin and surf files? I can change the insignia myself if the latter is the case. -
I would like to make a frankensteining request
McGroose replied to SanadaSan's topic in Mod Requests & Suggestions
Consider asking Kualan. His model combined Hapslash's imperial body with a clone head. He could help. -
I would like to make a frankensteining request
McGroose replied to SanadaSan's topic in Mod Requests & Suggestions
I don't want to sound like a pest, but how is this going for you? Did the download links work? -
Model/skin request: CWA Jedi Champion
McGroose replied to Jack Skywalker's topic in Mod Requests & Suggestions
This could definitely be made by reskinning an armored variant of Hapslash's Jedi model. -
I always had problems getting this mod to work as it was fully intended, but I remember it being fun nonetheless.
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I would like to make a frankensteining request
McGroose replied to SanadaSan's topic in Mod Requests & Suggestions
Try this https://www.dropbox.com/s/g73d9y0rzwfq7da/Imperial%20Officer.pk3 The Vice Admiral skin is just the Imperial/Army skin in the regular mod. And a massive thanks to you, Jolly! P.S, this actually isn't the first time a Frankenstien for Hapslash's imperial has been done before. Kualan used Hapslash's imperial model for his Clone GAR Pack mod. http://jkhub.org/files/file/2425-clone-gar-pack/ -
I would like to make a frankensteining request
McGroose replied to SanadaSan's topic in Mod Requests & Suggestions
You're not the only one who wants this, buddy. http://jkhub.org/topic/6726-galak-mech-modifications-for-jk2/ I decided to replace Galak with my own modified skin for Hapslash's imperial. He looks like this. This is a placeholder for me. I'd much rather have Galak's head be in the place of Hapslash's one. -
Maybe someone could make a Frankenstein'd Hapslash model with Galak's head instead? I imagine the model itself wouldn't be hard to edit, but getting all of the Skin and NPC files to be exactly the same as the original mod would be a little confusing. The model comes with so many parts that can be enabled/disabled that need to be accounted for so that it can match Hapslash's original model perfectly, such as plaques, code cylinders, holsters, etc. In the end, this may be the easier alternative. All of my issues are regarding the head and facial differences because it's really hard to tell the difference between the different model's torsos in the mech itself. I just want visible consistency. I can modify the textures, I just need the model itself with Galak's head. Here's the original model. I believe someone said they would submit the mod as a downloadable file here under the generic JKhub account, but I don't think it was either sent in the first place or approved. https://www.dropbox.com/s/g73d9y0rzwfq7da/Imperial%20Officer.pk3
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Galak's still feeling annoyed knowing that his uglier brother keeps borrowing his Cortosis mech when he's not looking. Please help the cause. Help us manage to get the surgery Hapslash's galak desperately needs to be fitted into the mech that rightfully belongs to him
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So I've been messing around with the NPCs in JK2 trying to get them completely the way I want them. The imperials were all done thanks to Hapslash's fantastic improved imperial model, but I forgot to edit Galak. His model, like the other original imperials, aged horribly. I decided to replace Galak's original model with Hapslash's imperial model and I also give Galak a slighly unique skin using assets from a couple different mods and my own minor revisions. This is how Galak looks now. I think that Galak looks great now, but the problem is that Galak in his Cortosis mech armor won't change won't change models from the old one to the new one. No matter what I've done, the end result is usually one of two things, Galak is either completely missing inside of his mech during the Doom_shields cutscene, or the new textures wrap incorrectly around the original model. I'm guessing that the Galak model segment of the Mech suit is integrated into the Galak_Mech model and cannot be replaced without editing the Galak_Mech model itself. My request is that someone could edit the Galak_Mech model so that the fragment of Galak's original model inside of the suit is replaced with Hapslash's model so I can get my new version of Galak to appear properly inside of the Suit.
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Why do we still have no details about the Season Pass? I think we've waited long enough for some screenshots of new content or a trailer.