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Daedra

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Posts posted by Daedra

  1. On 5/3/2017 at 12:52 PM, Maui said:

    Hey there,

     

    Since I'm a fan of Elder Scrolls and especially of Skyrim, I decided to add the Skeleton into JKA. (With some extra's aswell)

     

    QKPIC3a.png

    JIX1OMg.png

    l19bPbQ.png

     

    Features:

    - Original soundpack (also improvised abit with setting them) [Draugr sounds included]

    - 2 Skin files (/model skeleton, /model skeleton/bonemold)

     

    Download: https://www.mediafire.com/?a8wcwu2wfuxphwk

    I had this mod on my old PC but it seems the download no longer works, and my old PC died so I can't restore it. Does anyone have this for re-upload?

    Stoiss likes this
  2. Unfortunately I don't have any screenshots or footage. This was a mod I was making back on my old PC when I still owned Jedi Academy. I have a new PC and no longer own Jedi Academy in order to run the game with the compiled .pk3 to show off the effects etc.

    Perhaps someone with a copy of the game can do a small video showing off the crosshair, HUD icon and the visual effects and custom sounds.

    Edit: Just went through my really old DM's and found 2 images:

    One of the crosshair:

    e776a9d97ebab4413d31a14fde7d460c.png

     

    Based on this version of NES Duck Hunt where the crosshair actually turned "red" when you hovered on the target:

    WWIMM_DuckHunt.png

    And the HUD icons:

    50684c195e7723727b4ede872eaed80c.png

     

    I don't have anything to show for the visual and audio effects of the gun, that would require a video.

    Lancelot and DarthValeria like this
  3. So a long time ago... in a galaxy not so far away, I still owned Jedi Academy and had an older PC. A mod I had spent a lot of time perfecting, was a modded weapon for a Nintendo NES Zapper/Light Gun. The last I remember of this mod is that I had everything perfected, effects wise. The weapon has complete custom sounds that are accurate to how it should be, and even makes the correct "dissolve" sound effect when you hit another living person and the correct "thud" sound when you hit anything that isn't living, together with nice visual effects.

    It was supposed to replace the bryar pistol, even the visual icons for the weapon select hud are complete, and I even added the crosshair from the NES Duck Hunt game (that the Nintendo Light Gun is used for).

    The only part of it that was left to do was to get the gun model done and it would've been complete and ready to share. Unfortunately I could not get the help I needed on the actual gun model (people I asked were understandably busy with other projects and those who said they would help never got around to doing so), and I've since moved on, so I'm sharing this 95% complete mod here and now.

    https://www.mediafire.com/file/4ogze8beqikrzad/Light_Gun.7z/file

    All of the files are there. The only thing required to do is to create the necessary model folder and port the model file included in the download, creating the .glm gun model and the 1st person .md3 gun model that needs doing. After that it's 100% done.

    I share it here in the possible hope that someone might finish it by completing the gun model. Everything else is 100% done otherwise. All I ask is to anyone who does complete it is to please give me credit when/if uploaded to the proper JK Hub Files/downloads.

     

    Lancelot likes this
  4. The character has 2 lightsabers and bears a strong resemblance to the Witch King from Lord of the Rings. This character would be amazing to play as in Jedi Academy. The smaller character details and lightsaber hilts are difficult to see since this video is the only version of the fake footage available right now. It's even difficult to see the full mask design.

    DarthValeria likes this
  5. So I was wondering if someone can put a new head on a playermodel's body for me. Both are already rigged for JKA so there's no porting of any sort, just a frankenstein.

     

    The head is rigged to blink it's eyes and move its mouth when talking etc, so if you can preserve those features when frankensteining it onto the new body I'd appreciate it!

     

    The playermodel with the head I want:

     

    http://www.mediafire.com/file/2ylv3wyuv6bc063/head.zip/file

     

    The playermodel with the body parts I want:

     

    http://www.mediafire.com/file/i1bbujkouoh7ckn/body.zip/file

     

    Thank you to whoever does this. It's quite personal to me!

  6. I realize I'm replying to a 3 year old post, but as someone who barely knows the basics of modding, I'm proud to have done this myself. what do you think?

     

    Not a bad start at all. Of course, that's all about modifying shaders and implementing new textures to a model. The same sort of "chroming" can be applied to almost anything in the game that has a texture and model, such as weapons, map objects, vehicles etc to make them look better/cooler. However, sometimes the "chrome" can look too shiny, and can detract from the detailed textures underneath. So experiment with image editing as well, in this case, adjust the transparency level of the chrome texture to increase/decrease its intensity in game, and also alter the actual textures of the model as well, increase the details however you want until it looks good in game and you find a good balance of chrome intensity and texture detail. :)

    Thisismyusername likes this
  7. Yeah, that effect is hard coded. It uses the smoketrail texture. It does have a shader, but that's merely for the texture. The shader doesn't call the texture to animate or appear after the weapon shot. I thought it may have been called in the weapons' EFX files, but sadly no. If you want to change that effect, you have to change the code of the game. Here is the thread for that:

    https://jkhub.org/topic/11129-what-code-calls-for-smoketrail/

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