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Everything posted by Daedra
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Trust me, I've tried that already. It doesn't look as good without a black line around the edge of the playermodel. It doesn't handle shadows in a map at all (the "white" doesn't go to a darker grey color in the shadows of a map, it stays bright white and looks horrible). My intention is for it to have the "3D" look, which better captures the lighting of the surrounding environment.
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HELP IM HAVing trouble having my SFX MOD TO work
Daedra replied to tannercyrus55's topic in Modding Assistance
It all sounds very complicated by how you're describing the problems. Send me everything you have, and I'll check it all over and see what's up with it. -
Skyrim Skeleton by... well.. skyrim o.o
Daedra replied to Maui's topic in General Modding Discussions
Sort of. The weapons, yes. The playermodel? Currently attempting to fully convert it to JKA with the glows correctly mapped. @@Rooxon is helping with that. -
For those who do not know, Johnny Rocketfingers is the character from the famous online flash games Johnny Rocketfingers, & Johnny Rocketfingers 2 created by Ryan Khatam. You can find the first game here: https://www.newgrounds.com/portal/view/78995 You can find the sequel here: https://www.newgrounds.com/portal/view/310635 I could not find a weapon that looks like the one Johnny uses, except for one: https://jkhub.org/files/file/3320-dc-17-blaster-pistol/ I also used the stick-man model from here: https://jkhub.org/files/file/1049-ig-64-pack/ It's as close as it's ever going to be.
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Skyrim Skeleton by... well.. skyrim o.o
Daedra replied to Maui's topic in General Modding Discussions
Excellent, thank you! Here's an npc file to help with the model. skeleton { playerModel skeleton customSkin crownless weapon WP_NONE reactions 5 aim 4 move 4 aggression 5 evasion 1 intelligence 3 rank crewman playerTeam TEAM_FREE enemyTeam TEAM_FREE class CLASS_PRISONER snd skeleton sndcombat skeleton sndextra skeleton walkSpeed 55 runSpeed 200 yawspeed 110 dismemberProbHead 100 dismemberProbArms 100 dismemberProbLegs 100 dismemberProbHands 100 dismemberProbWaist 100 } skeleton_crown { playerModel skeleton customSkin default weapon WP_NONE reactions 5 aim 4 move 4 aggression 5 evasion 1 intelligence 3 rank crewman playerTeam TEAM_FREE enemyTeam TEAM_FREE class CLASS_PRISONER snd skeleton sndcombat skeleton sndextra skeleton walkSpeed 55 runSpeed 200 yawspeed 110 dismemberProbHead 100 dismemberProbArms 100 dismemberProbLegs 100 dismemberProbHands 100 dismemberProbWaist 100 } -
So I was wondering if it was possible to replicate this effect: The model has a plain black outline around it's edges. I would like to replicate this, but without the need to edit a playermodel glm. So what I'm asking is, can this be done with a shader?
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Do those playermodels do the same thing for EVERY weapon? Or is it only happening with the specific weapon they have currently equipped? If the playermodels do the same thing for EVERY weapon, it could be either A) a playermodel problem (unlikely) or B) a global setting for the weapons (most likely). If the playermodels do it for only the one weapon that's equipped, it can be either A) a playermodel problem (likely) or B) a weird setting in the .dab file of the weapon (also likely).
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That's a risk every modder takes though, not just those who port/kitbash. If every person who makes JK mods were this nervous about others taking their work, then there would be no mods at all for these old games. I say post the mods. At least you have the satisfaction of knowing you made (sorry, ported/kitbashed, are the correct terms) them, if someone were to "steal" a port/kitbash release.
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Wondering about replacements for Luke.
Daedra replied to Kamenriderfire's topic in General Modding Discussions
It's just a case of duplicating the base .npc file of luke and then editing it to use a different model. Then pack it into a .pk3 file and throw it in your base folder. -
Wondering about replacements for Luke.
Daedra replied to Kamenriderfire's topic in General Modding Discussions
There's this: https://jkhub.org/files/file/2545-toshis-post-rotj-luke-replacement/ -
HELP IM HAVing trouble having my SFX MOD TO work
Daedra replied to tannercyrus55's topic in Modding Assistance
It sounds to me like he's making sounds for a saber, only the saber model only plays base JKA saber sounds. So a few things: 1. When you load the saber, are there any errors in the cheat console? 2. Have you forced the saber to use the custom sounds in the .sab file of the saber? Very important to get answers to these. -
Before anyone mentions it, there is a WIP thread I found for a similar droid here: https://jkhub.org/topic/10832-t3-m4/ However, that droid is not the same as this one. So I request the T7 series droid. 3D model link: https://sketchfab.com/models/4ec04c316c1d49668f437ba3b4d8c71f
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I was wondering what the best Xbox Controller configuration is for JKA? (Actually, my controller is a bright green Xbox One Mini controller). This is found in the menu control settings. I want to map all the buttons individually without relying on any other third party program. Also what are the optimal sensitivity/threshold settings on the sliders? What should be enabled/disabled for the best experience?
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I managed to solve this one myself. How? Easy. I simply added this to the shaders which handle the texture mapping. { map gfx/effects/p_shield blendFunc GL_DST_COLOR GL_ONE rgbGen entity tcGen environment tcMod rotate 200 tcMod turb 0.6 0.3 0 0.6 tcMod scale 5 8 } { map gfx/effects/p_shield blendFunc GL_DST_COLOR GL_ONE rgbGen entity tcMod rotate -600 tcMod scale 4 6 }This maps directly on top of the textures, it does not "bulge" out like the screenshot in the OP. It does animate perfectly fine. The code is directly from the effects.shader from assets1.pk3.
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I understand the cancellation, and I'm not one to judge your decision. However, I do feel like instead of purging it completely, you could've made all source files public for anybody else to work on. That's only because I hate to see such talent wasted, but alas, it is not my decision. I hope the best for your future, take it easy, man.
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Yeah, it's better off then since there isn't much I can do about the PC drivers. They always say they are up to date, so I'll stick with the command I found.
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If that were the case, then why was it doing the same thing on the other computer I have? The graphics are superior on that PC compared to the Intel HD Graphics on this one, and it still had the force bubble texture/shader somehow not appearing/working in-game. Like I said, if someone could tell me what the texture name is and/or show me what the shader for the force bubble is supposed to be, I can do some tinkering to see if I'm missing anything.
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Also make a force power that when you use it, small love hearts appear as the force effect, and it stops the enemy from attacking you permanently. Call it "Compliment" force power.
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Intel HD Grpahics. I do not have Nvidia or AMD.
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It's actually in mint condition. It's not pirated or anything, it is legit, and has the official booklets inside the case also in mint condition, like new. I've had it at least 5 years. I never purchased JKA online ever in my life. I installed the game perfectly fine without errors/issues. I can't recall if that force bubble was always like that or not. I only know that problem has existed for as long as I can recall (because I assumed that a white force bubble was normal for the longest time).
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Yeah it was Base SP when I installed it on both computers. I also have OpenJK downloaded and I run the SP OpenJK and the same issue is apparent there.
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Like I've already said, I have reset everything and removed all mods, and it still happens. I also installed a fresh version on a different computer (physical disc copy of JKA) and ran it from new install and it still happens, even on a different PC! Perhaps it's an issue with the physical copy? I'm not sure.
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Yeah I did wipe them too, restored everything to factory defaults etc. It still had the bubble problem. Luckily that command I found removes the bubble entirely, which isn't what I wanted but it's better than white circles.