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McGroose

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Everything posted by McGroose

  1. Wonderful saber hilt! I decided to give this to Tavion to make her stand out a bit more from the other dark side enemies.
  2. I've noticed an abnormal trend shared by some of the original game's models, with the first examples coming to my mind being Tavion_new, the original Tavion, the saboteur, and the merc. Each of these models has a texture that appears normal on one side of their model, but appears invisible or transparent on the other. For Tavion, both new and old, her hair feathers appear normally while looking at her front, but the feathers can't be seen from the backside of her head for whatever reason. For the saboteur and the merc, the back of their lower jackets show normally, but looking at them from the front shows nothing behind their legs. Using Tavion as an example: I was told that a solution to this would be to add the lines "cull twosided" or "cull disable" to the texture's shaders, so I tried to add the twosided line to Tavion's feather textures. I added cull twosided to the Players.shader file found in the Assets1.pk3. Keep in mind, I have no prior knowledge of modifying shader files. Here's what the modified section for Tavion's feather shaders looks like after I added the additional line, which will show is bold: models/players/tavion_new/feathers_glow{cull twosided { map models/players/tavion_new/feathers blendFunc GL_ONE GL_ZERO glow rgbGen lightingDiffuse } { map models/players/tavion_new/feathers_glow2 blendFunc GL_ONE GL_ONE glow }(The space between cull and twosided matches the spacing the other "cull twosided lines" have in this shader file, it's just that copying and pasting the text from the file to here messed up the spacing). Did I use the wrong file, or do I need to do something else? Was there another file I was supposed to use instead? I remember a mod that ported the Tavion_new model to JK2 SP actually fixed the issue with her feathers, so it's strange that Raven Software didn't notice and fix the issue. Any help with fixing these transparency issues, especially for Tavion, would be greatly appreciated.
  3. Could it be possible to fix the issues the Tavion, mercenary and saboteur models have? Some of their textures are transparent depending on whether you look at them at the front or the back.

    1. ensiform

      ensiform

      Screenshots?

    2. Ramikad

      Ramikad

      I guess he's referring to Tavion's feathers and the merc and saboteur lower jacket. The only fix to me seems to be a "cull disable" or "cull twosided" in the shader code for those specific textures.

  4. I absolutely love the redesigned Stormtrooper helmet for Episode VII.

  5. I'm surprised we haven't had an Admiral Thrawn skin that uses Hapslash's imperial model as a base.

    1. DrXann

      DrXann

      Well there's always the HS Dooku reskin which is on gamefront but that one doesn't include the the golden shoulder pads

  6. I believe KOTF was one of the first mods for JKA I downloaded when I realized how large the modding community for the JK games is. I've downloaded the mod several times over the years, and I enjoyed the mod for the dozens of characters I could use in the SP campaign, and the few SP missions that were included with KOTF 2.0 Part 1. I never cared about the rest, but I remember anticipating the release of Part 2, which would contain all of the unreleased SP missions. Alas, it wasn't meant to be. I actually remember Tim, the main director of the mod if I'm recalling correctly, changing the release date for part 2 multiple times, eventually causing me to not care for the release all together. A few months ago, I tried to install KOTF again for the redesigned SP and to replace some of the old models/skins with new and improved ones. I managed to complete my replacements for all of the Sith Lord characters before I decided that the idea wasn't worth it and I uninstalled it. Trying to mod KOTF was a pain in my ass, and the mod's contents were all over the place and unorganized. The mod as a whole was a great concept at the time, and still could be if someone decided to create something similar, but the mod's cancellation may be for the best.
  7. Are you all forgetting the fantastic model made for JK2 over a decade ago? http://jediknight3.filefront.com/file/Imperial_Scout_Trooper_w_pistol_BETA;10471 Shimpli bootiful
  8. I'm more confused about the lightsaber blade's texture, rather than the fact it looks stupid in the first place. It looks more like a thin fire sword instead of a traditional lightsaber beam, I think,
  9. There are several playthroughs of Nar Shaddaa from start to finish you could also use to reference.
  10. Fantastic job. Instant download. 9/10, but only because there are some holes in the axillary regions of the model that I noticed, that flaw also came from the original Hapslash robed model.
  11. Are you referring to the Escape Yavin IV mod? http://jediknight3.filefront.com/file/Escape_Yavin_IV_The_Lost_Maps;58958 In this mod, you are able to pick up and use the saber of every enemy you kill, from Reborns to Desann to other bosses. After you collected a new saber, your lightsaber inventory screen would add the additional optional of said saber to the list. When a new level started, you were free to choose a different saber that you've already discovered. It was both a great and innovative concept for a SP mod, but I remember having a difficult time trying to setup the saber system to work properly. Now, as for picking up sabers after someone throws one at you, that'll be a lot more trickier. I have my own little request for your mod: is it possible that you could replace a few of the cultist NPCs with the Cultist Commandos? They're a good and difficult challenge, but are never actually used in game, which is a waste of such a well programmed NPC. I think they would fit places like Coruscant and Tanaab well.
  12. I always thought that the Nar Shaddaa from JK2 was such a downgrade in quality compared to its Kotor II counterpart. Than again, Kotor II's atmosphere, story and NPCs gave the level a feel that JK2 just couldn't replicate with what it to work with. Anyway, I noticed that the screenshot you're showing us shows about half of Kotor II's content on Nar Shaddaa. Did you intend to include places like the Jekk'jekk tarr and the Refugee Sector?
  13. I don't understand how you all are missing textures. The map works perfectly fine for me, at least, in terms of textures.
  14. This is a great hud, I think, with just a few flaws. The ammo text needs to be either properly representedinto the hud itself instead of just being left off towards the side, or the text needs to be changed to a color that pops out more. Also, does the saber style work? Nothing changes from the default image when I switch saber styles.
  15. A few days ago, I finally managed to get the officers to wear their proper badges to signify their rank. I made it different than how Hapslash originally intended, though. Here's a comparison of Hapslash's imperial rankings to mine. Hapslash Imperial (regular): 2X3 Imperial (officer): 1X4 Imperial (commander): 1X6 My version Imperial (regular): 2X2 Imperial (officer): 1X6 Imperial (commander): 2X4 I started working on fixing the badges in Jedi academy first, and had little trouble doing so. Moving my fix over to JKII took more time than expected and confused me on multiple occasion, but I eventually found out what the differences I had to make from JKA when fixing the problem in JKII, and fixed the problem. Now I have my desired ranks for both games, both in SP and MP. I actually took the officer's badge colors from a different imperial officer mod and used them in mine. http://jediknight3.filefront.com/file/Original_Trilogy_Elite_Imperials;72993 Ironically, the majority of the author's imperial skins load the badges incorrectly in game. Still, I'm gratefully he made the custom badge texture for my availability, for he/she saved me the trouble of having to make a new one myself. I couldn't find a satisfying rank to give to the officers out of the rank textures provided by Hapslash; they were either, in my opinion, ranked to high, or to low for someone like an officer. Cryptaea's 1X6 blue and yellow badge texture suits the officer perfectly well, I think. I know that a minor detail like the badges may seem insignificant to some people, but I thought that this issue was too noticeable to just ignore, and I'm happy to say that the end result will satisfy me indefinitely. That is, unless I feel a proper change needs to be made to ensure the accuracy of each skin's rank.
  16. This is especially noticable if you have a replacement model for kyle and/or his lightsaber hilt. Both the hilt and the model will be a mess of textures in 1st person mode.
  17. Are you talking about removing the aura around the user when activated, or having no NPC's use those powers? If it's the former, I'm guessing all one would have to do is find the textures for both Protect and Absorb, than replace them with something completely transparent.
  18. Challenging at least compared to the rest of the game. Even on Jedi Master difficulty, the game was easy. I thought Korriban was the only level which stood out as somewhat challenging; the key word here being 'somewhat'. Also, I really hated fighting in the those tight tomb rooms that had the two Jedi Masters and Jedi Knight. It's easy enough when you abuse force choke, but without it, I thought it was a pain in the ass.
  19. Korriban 1+2 Dark side, not only because of the satisfaction gained from killing both the Jedi and Sith that stand in your way, but because I find these two levels the only really challenging levels in the entire game, besides maybe the Chandrila level. I also think that the dark side ending seems more proper for the story, considering all that Jaden has been through, but that's just my opinion. My favorite part of the DS ending has to be how Kyle fits the part of the Final Boss perfectly, I think. Kyle constantly keeps reminding Jaden that he doesn't want to fight him, let alone kill him, but he has no choice. Kyle's also the only boss that actually grapples you (iknowkungfu)and forcefully removes your saber from your hand at random moments, which is a nice little addition to his repertoire, but also a disappointing reminding that no one else in game uses that ability. A shame really, considering how the some enemies, like the unarmed cultists, sure could have used those skills to raise up their level of difficulty. There's also a line that Kyle says during the battle which strike me as ironic, "I am your master!" Earlier in the game though, Kyle says that "titles make my skin crawl. Secondly, you're not serving under me." Definitely shows you how Kyle isn't exactly in the same mindset he was in before, huh? One of Kyle's victory lines is actually even him apologizing to Jaden after having won the fight. Kyle's lines are one the main reasons why I love his boss fight. you also get to kill rosh
  20. Doesn't Toshi's Luke mod already come with an Endor skin? And I'm pretty sure an Endor skin for Leia exists, but I don't know if a Hoth version was made.
  21. The Yuuzhan Vong model was made and released in 2002, originally intended for use in JK2. http://jediknight3.filefront.com/file/;3800 Like Ruxith said, the model hasn't exactly aged well over the years, but it still does a good job of recreating the average Yuuzhan Vong. If there are any already made models that exist which I would love to see remade, the Yuuzhan Vong warrior would definitely be placed on the top of my list.
  22. Thank's everyone! I'm positive that this is the original version of the mod I've been looking forever to find. Thanks for also including the Imperial Commando model! I'm sure I can find good use for that in both SP and MP. I agree with Omicron that we should upload the mod here so that others can download it. Also, forget what I asked earlier regarding the model ranks. The mod probably always had this issue, and I just never really noticed until now. It's not really important, anyway. EDIT: Actually, it turns out this version of the model DOES include different ranks, but I'm still experimenting with it so that I can get the rankings just the way I want for each skin. I don't know what this version of the mod has that the previous version posted earlier lacked, but whatever.
  23. Thank you for posting those links! I also knew about the base model reskins that you posted, and while they're pretty good, I still prefer Hapslash's replacement. I was able to modify the HS Imperial model you provided so that it replaced the regular imperials, and it works just as I had hoped. I've only got two problems with it, though. The first being that the multiplayer icons that came with the original mod weren't provided, but I can overlook that. The second problem is that all of the officers, whether just regulars or higher ranks, have the same badge. They all share the same badge that the regular Imperial model wears. I checked the skin file for the Commander variant in notepad, and he had a list of badges with only one actually used. I turned off the one in use and tried to use the 1X6 badge variant instead of the common 2X3 one. He still had the 2X3 variant, though. When I replaced the 2X3 variant texture with the 2X6 one and noticed that all of the skins now have the same badge type, but a different color than before, I decided that they all have the same badge model, and will only read the one texture which corresponds to it. Anyone have a fix to this?
  24. I should have probably mentioned that, while I already know about those reskins, none of the badges seem to work right. They all appear with missing textures. People in the comments of those files seems to have the same problem, also. Out of all of his reskins I tried, only one had their badge correctly textured.
  25. I don't know if I should be posting this here, but I don't really think that my request qualifies for a new topic. Since I've also seen people request things from Hapslash here before, I'm guessing that this request would be allowed here. I'm a big fan of Hapslash, and have downloaded nearly all of his mods, albeit one or two exceptions. My favorite model that he has made is, by far, his Stormtrooper model, but his Imperial model replacement stands at a close second place. This Imperial mod included a new base model to replace the original model, included five skins with the model(three of them replaced the original skins while the other two stood by themselves.), and a new pistol for the regular Imperial to use in Jedi Outcast. I know that his models of General Veers, Tarkin, and Mohc weren't actually finished and available as separate downloadable files(or were they?), but the regular imperial mod that I just explained about was finished and available for anyone to get. The problem is, all of the links to download the mod now are dead, and I can't find the mod anywhere. The only place I knew where I could find the mod by itself was at Lucasfiles, but that website's been down for a while, and I doubt it'll be brought back. I originally had the mod for both JK2 and JK3, but I uninstalled and deleted all of my mods from both for my own reasons. The Hapslash void doesn't have any working links either, and no matter where I search, I can't find it. The void even has links for PCgamemods still, which has been down for over five years. It also shows JK2files under the download section, but the mod was never uploaded there. MBII also has Hapslash's Imperial model, but when I tried to take the model from the MBII assets and use it in the original game, the model never works correctly in-game. So ya, does anyone have the original mod that you could post DL link to? I don't care whether or not it has the Imperial pistol replacement.
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