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Daedra

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Everything posted by Daedra

  1. He only needs a port and he's good to go.
  2. Yep! That concept Vader looks so badass.
  3. Source: https://p3dm.ru/xfsearch/Star%20Wars:%20Force%20Arena Some really great Rebels and Rogue One models in there. Ezra and Kallus look great. K-2SO is also beautiful. And please don't hate me for posting this request.
  4. Battle Master Camera? I like it. May I please get all the in-game console settings to recreate that camera angle? It should be all the cg_thirdperson commands. cg_thirdpersonrange cg_thirdpersonvertoffset cg_fov cg_thirdpersoncameradamp cg_thirdpersontargetdamp cg_thirdpersonalpha Just those.
  5. To be fair, you can just rename the .pk3 files yourself if you want them to load differently or switch them around. I've done that with other mods before.
  6. Daedra

    Scarif

    Damn this is an amazing recreation of Jyn Erso's graveyard. Seriously, amazing job.
  7. To respond to the part where you were actually talking to me: I posted a link to a model that is labelled as "Force Arena". I was also talking to The Punisher and not you @@dark_apprentice . It could perhaps give him some more reference for an updated model. Now to respond to your re-post: I don't know why your post comes off as super defensive as if you're offended, which I don't see why, it's only a link, not advanced coding that will self destruct your PC when you click on it. As above. People are not getting confused here. The model is labelled as "Force Arena". To any person, they would assume it is from Force Arena due to the title. You did provide information, but did not present it in a way that is very easy to read. So what it's boiled down to is: - Hey that user posted a link to a Guard model, that annoys me because that user should be using only MY ported model, nothing else! ARGH! - I can't be bothered to actually communicate so I'll re-post an older message that was a response to a totally different post. I have a good feeling about this! - It has self promotion in it, so I'll get more downloads of MY ported model! Genius! - I'll totally ignore the fact that this user might already KNOW that MY ported model exists, and I'll only believe that he's totally ignoring MY ported model! ARGH! I appreciate you taking the time to help bring the model to JKA, kudos to you for that. But stop jumping down every person's throat who tries to also help out (not only talking about me here, your response is to another user which makes it even worse) - even if YOU don't see it that way. Other people may like how you act, but honestly I don't. It's very intoxicating. I am already well aware of the concept of being unable to port high poly models (had lots of experience of this in the past here on JKHub) so I am sure that other users may know this also. If the person you was replying to didn't know this, then they certainly found out - but not in the best of ways. And apology accepted from me, I don't know about the other person who you originally responded to though.
  8. There is a Force Arena Praetorian Guard model available. You just have to download it from here: https://steamcommunity.com/sharedfiles/filedetails/?id=1164057222&searchtext=
  9. Believe this request is already in existence. https://jkhub.org/topic/7051-traitor-electro-baton-the-force-awakens/ @@AshuraDX
  10. Yeah, I just wanted people to be able to use this for both SP and MP, if they choose to.
  11. I used the r_we fog command in your map, and the fog seemed to appear everywhere, covering all the areas you'd want it to. It looks good but the texture for the doorway to vader's tie needs to look WAY less foggy, probably with more transparency. Also check those missing textures.
  12. I think I'm in love with this mod.
  13. Yeah, these are intended for Single Player duels. But you can do whatever with them. Edit: Updated map to remove the Tavion npc spawn. Now you can enjoy without limits!
  14. It is a command that adds a fog to a map. If you can implement this to automatically activate when you load the map it should be what you need. Also your map is missing important textures.
  15. r_we fog might be of use to you.
  16. Amazing work there. I have tried so hard to find a .3ds model of the YT-1300 from X-Wing Alliance, but I can not find it. I know it would make a good replacement for the YT-1300 currently in JKA.
  17. Sorry about that. And oh! I didn't know about the commando guy. That really is interesting. Might use him more often.
  18. I look forward to this. I find it strange how the scepter has this ability, yet we have not had this move added for regular saber combat yet.
  19. Tried that "BOTH_TAVIONSCEPTERGROUND" but alas it does not work. The animation is for the second saber (the scepter). The only way would be if you had a flipped animation to work on the right hand instead of the left.
  20. Strange how it works fine on an npc with the scepter. It's like the code is already there, just needs redirecting onto a regular saber. Though I do notice that with the scepter, it literally only works on an npc. I don't think it works if you are the playermodel. There is an unused gla file for the scepter though. Weird.
  21. Just that one animation where she throws the scepter up and smashes it down into the ground causing a knockback.
  22. I think I need to call different animations. Like I said it is the animation that the npc tavion_scepter uses, and is actually the scepter weapon she throws up and smashes into the floor. Do you know what these animation names are? I've tried what you just said and ALORA doesn't use the scepter.
  23. So I'm trying to get a lightsaber to use the knockback ability that the base scepter uses. (The animation is where the character throws the weapon up in the air, catches it as it comes down and smashes it into the ground creating a blue/white-ish colored knockback, and then pulls it from the ground). Of course I want the saber to still work normally, have it's saber blade turn on and off, and keep the regular saber trails etc. I did follow this tutorial: https://jkhub.org/topic/10138-how-to-create-a-shockwave-saber-with-knockback/ I do appreciate @@Asgarath83 for making it, but it's a bit of a mess. It's taking away saber styles and adding a dual saber style, totally not what I am trying to achieve. This is my .npc file for the weapon currently. evilgb { name "Evil Genius (Bent)" saberType SABER_SINGLE saberModel "models/weapons2/evilgen/egb.glm" saberColor orange soundOn "sound/weapons/evil/saberon.mp3" soundLoop "sound/weapons/evil/saberhum1.wav" hitSound1 "sound/weapons/evil/saberhit.wav" hitSound2 "sound/weapons/evil/saberhit1.wav" hitSound3 "sound/weapons/evil/saberhit2.wav" blockSound1 "sound/weapons/evil/saberblock1.wav" blockSound2 "sound/weapons/evil/saberblock2.wav" blockSound3 "sound/weapons/evil/saberblock3.wav" swingSound1 "sound/weapons/evil/saberhup1.mp3" swingSound2 "sound/weapons/evil/saberhup2.mp3" swingSound3 "sound/weapons/evil/saberhup3.mp3" spinSound "sound/weapons/evil/saberspin.wav" bounceSound1 "sound/weapons/evil/saberbounce1" bounceSound2 "sound/weapons/evil/saberbounce2" bounceSound3 "sound/weapons/evil/saberbounce3" fallSound1 "sound/weapons/evil/bounce1.mp3" fallSound2 "sound/weapons/evil/bounce2.mp3" fallSound3 "sound/weapons/evil/bounce3.mp3" soundOff "sound/weapons/evil/saberoff.mp3" saberLength 40 noIdleEffect 0 noDismemberment 0 noIdleEffect2 0 noDismemberment2 0 bounceOnWalls 1 returnDamage 1 blocking 1 lockable 1 } Basically what I want is to assign the knockback animation and damage to a regular saber without changing tons of other stuff such as saber styles or making the saber style dual. I want to keep it single.
  24. I was making a joke, since a horse type character was brought up into discussion.
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