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Daedra

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Posts posted by Daedra

  1. O ok, I think I get what you mean? So they replace the mod's sabers, but I can rename them in the files to use both types?

     

    The model only uses 1 saber because there's only 1 .glm file (the hilt). The .sab file has two separate calls for the two different sabers. One has the green color and the other has yellow. You just duplicate those, rename the glm and add that in the duplicated text.

     

    @@Pickles256

     

    Since it uses 2 .pk3 files it's complicated. Here's a single .pk3.

     

    for backhand sabers do:

     

    saber tano3

    saber tano4

     

    Also you can spawn ahsoka as so:

     

    npc spawn ahsoka

    npc spawn ahsoka_bh

     

    And playermodel:

     

    playermodel ahsoka

    playermodel ahsoka_bh

     

    http://www.mediafire.com/file/1z97nedxwr2aa35/zz_Ahsoka_Tano.pk3

    Pickles256 likes this
  2. This is a request to convert these models to mdl & mdx and their textures to tga, so that they're usable for KOTOR 1 & 2 to add diversity to both games, a few aliens here and there have been ported from KOTOR to JKA, so I'd like the favor returned.

     

    With these Aliens;

     

    Every Alien on the right side of the Gran except the Kaminoan.

     

    https://jkhub.org/files/file/2946-galactic-senators-pack/

     

    &

     

    https://jkhub.org/files/file/1813-pablo-jill-ongree-species/

     

    &

     

    https://jkhub.org/files/file/3250-coleman-trebor/

     

    &

     

    Bothans from the Cloud City mod, if the author would be so kind.

    So, six in total.

     

     

    Head-swaps might be possible, but full blown conversions to KOTOR are unlikely.

     

    For the texture conversion you could do that yourself fairly simply with a free software like GIMP, should allow you to open the texture files in their current .jpeg / .png and resave them as .tga

     

    And to add to that you can convert models easily with Noesis. I know Noesis opens .GLM and can convert to other formats.

  3. *Small Update*

    Small change to the code, this weekend, that removes the ball like glow from around the bottom of the saber blade/top of the saber hilt, to give a more realistic and authentic looking lightsaber. Overall saber-glow numbers are yet to to be finalised.

     

    Original version on the left. Code change version on the right:

    glow_comparation1.jpg

     

    glow_comparation2.jpg

     

    Nice. Is there any way to replicate this without coding for JA/OpenJK? Maybe finding the "ball glow" texture and changing it?

    Matt the Radar Tech likes this
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