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Daedra

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Posts posted by Daedra

  1. It's hardcoded to spawn anything in the jedi_random.npc I think. I don't think you can do something like this without either replacing jedi_random or without coding.

    I do wish you could just add _random to an npc name to get that to work, though.

     

    I could just edit the jedi_random npc and swap playerteams, and make saber colors red, but it would be better if it was multiple variations of a reborn both male and female, or something similar that rotates between skins/models.

    Droidy365 likes this
  2. That's the default shield damaged effect in SP afaik.

    Applieing this to a character model should be possible to do with some modifications to the character model

     

    That would then only affect the playermodel right? It would not affect the weapon unless that model was modified also?

  3. So I was messing on this map:

     

    https://jkhub.org/files/file/3023-starkiller-base-duel/

     

    I dived into the pit in the corner of the map, and I notice this force field appears:

     

    2N8cO57.jpg

     

    Semi transparent blue hue force field.

     

    I like how it covers the entire body including the weapon.

     

    Is there a way to attach this effect permanently to a character using shaders/textures?

     

    I know the texture it uses is gfx/effects/p_shield.jpg from assets1.pk3.

  4. So in JKA, I use a specific command a lot. I use "npc spawn jedi_random" bound to a key, so I can spawn an army of jedi by spamming a key, each jedi being different.

     

    I was wondering if it is possible to create this, but for dark side characters. I do not know if this has been done already or not, but I'd just like to have the dark side equivalent of jedi_random.

    Droidy365 likes this
  5. UPDATE.

     

    I've removed red/blue skins, I felt they were not necessary, and took up too much space. They are gone, and won't be coming back.

     

    The Daedric Crossbow will not be added. It relies on crossbow animations which exist only in Skyrim, not JKA.

     

    Weapons have been overhauled, they now include their own animated glows, the same with the shield.

     

    dagger:

     

    BrebuVD.jpg

     

    sword:

     

    GlXejym.jpg

     

    greatsword:

     

    FQ6vpIW.jpg

     

    war axe:

     

    t6GPXC4.jpg

     

    battle axe:

     

    xupQsnW.jpg

     

    mace:

     

    JTL6n8C.jpg

     

    warhammer:

     

    LxovCMu.jpg

     

     

    To make up for the lack of crossbow, two new weapons have been added.

     

    lightsaber:

     

    x0eKjQG.jpg

     

    staff:

     

    xys0ZSG.jpg

     

    The character is now GOOD. It is no longer an enemy/dark side user. The default is now a hero jedi, which makes sense as when you summon daedra in Skyrim, they fight for you (good side). The lightsaber colors will remain red despite being good.

     

    Aiming to attempt to get those red glows on the playermodel, but no promises (for a possible future final update).

     

    A huge thank you to Rooxon for helping with the weapons. Would not be possible without that awesome dude.

     

    Note: the skyrim crosshair is part of this by default. if you don't want it just delete the gfx folder out of the .pk3.

     

    New commands are as follows:

     

    //sword//
    npc spawn daedra

    playermodel daedra

     

    //greatsword//
    npc spawn daedra_gs

    playermodel daedra_gs

     

    //dagger//

    npc spawn daedra_d

    playermodel daedra_d

     

    //battleaxe//

    npc spawn daedra_ba

    playermodel daedra_ba

     

    //waraxe//

    npc spawn daedra_wa

    playermodel daedra_wa

     

    //mace//

    npc spawn daedra_m

    playermodel daedra_m

     

    //warhammer//

    npc spawn daedra_wh

    playermodel daedra_wh


    //saber//

    npc spawn daedra_s

    playermodel daedra_s


    //staff//

    npc spawn daedra_st

    playermodel daedra_st

     

    Download:

    http://www.mediafire.com/file/joddb78ty7njgro/zzz_daedric.pk3/file

  6. So um, is it possible to have the saber-color menu assign actual skins to models? You know, like instead of having to play around with a ton of .pk3's, one for each model's skinset, we'd just have an instant skin-change by the press of a button? (bandit)

     

    I don't have any menu support for that sort of thing. I can give you a list though, so you can just go to the console and type "saber <sabername>".

     

     

    Battle Axe:

     

    Default:

    saber Daedric_Axe_n

    Red:

    Daedric_Axe_r

    Blue:

    Daedric_Axe_b

     

    Dagger:

     

    Default:

    saber dagger

    Red:

    saber dagger_r

    Blue:

    saber dagger_b

     

    Greatsword:

     

    Default:

    saber greatsword

    Red:

    saber greatsword_r

    Blue:

    saber greatsword_b

     

    Mace:

     

    Default:

    saber mace

    Red:

    saber mace_r

    Blue:

    saber mace_b

     

    Shield:

     

    Default:

    saber dshield

    Red:

    saber rshield

    Blue:

    saber bshield

     

    Sword:

     

    Default:

    saber daesword

    Red:

    saber daesword_r

    Blue:

    saber daesword_b

     

    War Axe:

     

    Default:

    saber waraxe

    Red:

    saber waraxe_r

    Blue:

    saber waraxe_b

     

    Warhammer:

     

    Default:

    saber warhammer

    Red:

    saber warhammer_r

    Blue:

    saber warhammer_b

     

     

  7. Is it classified? Is it above my paygrade? I dont see a download link. Is it hurtful to talk about in public? Is it beyond your expertise? Its a number. Information is free. It's somewhere between 8000 and 14000. I say 12000. Am I getting hot? My entire TIEFacility is 18000.  Am I wrong to ask? What if my hardware is dependent upon your frugality of polygonal expenditure? What if I say please? Thats like McDonalds saying "you think our cheeseburgers suck? Buy one and find out." Can I have a sample? Take the max polycount and divide it by 3 and I'll do my own math. If you take the entire vertex count as a circumference can you tell me the diameter so I can use Pi to configure a baseline?  Is it above 10,000? We're all friends... is it above 20,000? I think it's beautiful and out of place like a vagrant polar bear in Phoenix. Can we still be friends? Show the wireframe... in fact... I know its a sensitive subject... so show the wireframe behind a tasteful shower curtain and I will infer my own vertectual desires...   

     

    EDIT in refrence to your edit:

    Ok... so that model is around 1000 to 2000 verts... might you have any magic beans i can purchase as well?

     

    I+um+okay+_a164bdbb0b0ee8d883ff626824c1a

    ChalklYne and the_raven like this
  8. Lets get a polycount... for those interested. 

     

    This will require OpenJK since I've heard that running it on the base JA causes crashes. Polycount? Download and find out. :D

     

    @@ChalklYne

     

    From Rooxon:

     

    Yes, they vary but are still well within limits, no overkill. Most of them are very lowpoly, around 1000 verts, a couple range just above 2000 and have been split accordingly. In conclusion, it *might* cause a random transformspace crash on Base JKA with people spawning in roughly 50 NPC's with the weapons, but otherwise they should be working fine, for sure on OpenJK since the limits are raised there. You can always open them up in modview and check the counts there for each of them and confirm, as the count stayed the same thanks to the models already being optimized from Skyrim. I did not edit them in any way except scaling them and equipping with tags, then test enough to make sure they work well and I had no trouble in the slightest whatsoever.

  9. @@Daedra

    here's a quick example of a bolt shot effect, I still need to fix that NPC hit issue. But I don't really have the time to do that this weekend.

     

    here's the file

     

    Genius! Thank you for that. It'll take a while to get the crossbow in-game. I'll get to work with my partner on that, but these files are super helpful. No rush on the NPC hit fix either, but I probably will need it whenever you do it. :D

  10. Actually, 'daedra' is the plural form of 'daedroth'. Daedroth is both the singular form for the creatures known collectively as the Daedra (big and small, divine and beast-like), and for the crocodile-like daedra creature.

    Daedric is an adjective, denoting something as being related to the Daedra.

    So 'Daedric' or 'Daedroth' is what you wanna go for, not-Kylo-Ren, at least, if you're not using something like 'prince' at the end.

     

    I kinda prefer Daedra anyway.

  11. This is looking great, were the model pieces optimized at all?

     

    The playermodel itself was all in one piece, and the polys/verts/tris were quite low to begin with, so it didn't need much optimizing I think, though LODs were added. The axe, same as the playermodel, low verts/polys/tris etc. The shield, I'm not sure if The Punisher had to tweak it a little.

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