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Nikomaru14

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Everything posted by Nikomaru14

  1. Believe it or not, http://jediknight3.filefront.com/file/Robocop;107781 It's not really that great, but it's something!
  2. Great job so far @@Rooxon!!! I really can't wait to see the one's I requested! I bet the Kylo Ren saber will get quite a few downloads just based on how controversial it is.
  3. Being a huge fan of kotor, I would love to see you do the kotor base lightsaber hilt as well. You could base it off this picture: http://images.wikia.com/starwars/images/d/d6/Revan_saber.jpg It's a little different from the model in the game but updated. You could include this with the melee weapons and have a kotor pack. I just hope we're not giving you too many!
  4. One weapon pack I know from filefront that included kotor vibroswords is Outcast's Melee Pack: http://jediknight3.filefront.com/file/Outcasts_Unmodded_Melee_Weapons;60562 They are pretty good, but the texture on the double blades is a bit blurry. They're what I use currently. And here is a force pike from kotor also: http://jediknight3.filefront.com/file/Force_Pike;88263
  5. I was not aware of that one actually, I guess because it was part of the dark forces 2 mod and not uploaded by itself or in a hilt pack (that I know of). I still think Rooxon should make his version.
  6. Maybe these will work for you: http://imgur.com/a/gnEGs https://img0.etsystatic.com/055/0/9670364/il_570xN.700020500_36rr.jpg https://img1.etsystatic.com/047/0/9670364/il_570xN.700143781_conr.jpg https://img0.etsystatic.com/049/0/9670364/il_570xN.700020488_80og.jpg
  7. I know some of you are probably thinking, "Oh great... him again...", but I have a small request for OpenJK. (And yes I read the faq and know you don't want me to give a gameplay change request, and this isn't really that) I was thinking that you should add a new npc class that acts like boba fett but is killable. This way mods can be used to create bounty hunter npcs that aren't immortal. By adding a new class it won't interfere with the scripted events of the t3_bounty level. I got the idea from this topic: http://jkhub.org/topic/3782-how-do-i-make-class-boba-fett-die/ They explain how it is done, but it should be relatively easy as far as I know. You're probably thinking, why don't you just fork the project on github and do it yourself? Well, I tried but I am not a coder sadly and quickly got overwhelmed. Just a suggestion though, thanks for humoring me.
  8. I've been looking for a Quarren model for a while, so I'm glad you plan on including it. The only place I saw one was in this pack: http://www.moddb.com/games/star-wars-jedi-academy/addons/kotorpack I believe they were ported from kotor. The Quarren has model issues though.
  9. yay! Thanks for making them! Ok so there's not really a cannon picture of his hilt up close yet, but these are some pictures that show how others have interpreted it. The top picture is my favorite. You would probably have to incorporate a little of your own design on parts of it, though. http://i.imgur.com/MH1dHyt.jpg http://images1.sw-cdn.net/model/picture/625x465_2924581_7820978_1420261537.jpg http://fc06.deviantart.net/fs70/f/2014/351/b/5/lightsaber__kylo_ren__the_force_awakens__by_thehatter_10_6-d8a6ayv.png
  10. Hi Rooxon, I was wondering if you could make a hilt for me. This has been done before but not extremely well. Its Qu Rahn's lightsaber, basically Kyle's hand-me-down saber from dark forces 2. http://jediknight3.filefront.com/screenshots/File/109931/1 and, not requesting it or anything (somebody's got to already have done it by now) but just an idea... http://img3.wikia.nocookie.net/__cb20141129005402/starwars/images/4/4b/KyloRen.png
  11. On some of my modded skins I get this glitch where, about 1 out of 10 times when I spawn an npc with the skin, their lightsaber is very short and does no damage. The only other place this was mentioned was here: http://www.lucasforums.com/showthread.php?t=110403 I believe the model is hapslash's anakin. But the npcs only use one saber. I'm wondering if anybody knows about this or how to fix it.
  12. Nikomaru14

    Master Server

    What monster would DDoS the JA Master Server?!
  13. Hi, since I recently discovered this website I thought it would be a good idea to introduce myself. I used to visit the JA filefront site quite often, but seeing as its almost completely dead I suppose I'll stay here a while. I used to play the hell out of the Jedi Knight games as a kid and a few years ago I started to try modding. I went on a little hiatus but now I'm back. I mostly do skins and npcs but trying to get into modeling and scripting (nothing too difficult or amazing). I usually only post when I need help, but I want to try to be more active on the forums now. The files I make I usually just use for myself but there are some pretty cool ones I might upload.
  14. Ok I did what you said and it works, but is there a way to get the same npc to follow again? Is there like a default script to run? Another thing I noticed is that when I name multiple npcs bob, only the first one will not follow when I run the script. Any way to do this for multiple npcs at once or should I just stick to naming them bob1, bob2, bob3, and so on and then running it for each?
  15. Thank you so much! This is exactly what I needed! I'm gonna try to find a tutorial that explains simple scripting so that I can create other scenarios.
  16. At least with my current mods installed, notarget just prevents them from attacking you. Even if you are on enemy team and notarget 1 they still follow.
  17. Let me first off say that I have no clue how to script or code JA so I might be completely stupid about this topic, I just make skins and npcs. I was wondering if there was a way to get all good npcs to not follow you, and then be able to toggle it off (in game) where they would resume following. Not just simply freezing ai because I want them to fight enemies but not follow me. I mean for it to work in any map not just one with a specific script for it. I saw the mod NpcSP has a button for this but it isn't compatible with the mods I have installed. Thanks in advance for any help.
  18. I make my own npc's and vanilla JKA has a limit on npc files that can be in the game. If there are too many it gives an error code when you load a game. OpenJK took away that error code so you can have more npc's in your files at once, but i think I hit another limit.... So I was adding more npc's and then I tried to spawn tavion_scepter, and got the error in the console "could not spawn npc". It seems that some of the npc's alphabetically at the bottom of the list have stopped working. So I know that to "fix" it I just have to take some of my npc's out, but is there any way around this? If not would there be any way to fix this in later versions of OpenJK? edit: Just to clarify, I don't get any error when loading or a crash at all.
  19. This only happened after I installed openjk. I put those as well as a few other commands in the openjk singleplayer config file that is in my documents, and it doesn't appear to change anything.
  20. Hi, I'm new to the site but have been working with mods for JA for years now. I recently installed openjk to get rid of the npc file limit. I installed it over my JA game which already had a ton of mods in it including Knights of the force. KotF is a pretty extensive mod but one thing it does is adds a dismemberment option in the settings menu. Of all my mods this is the only thing that openjk messed up when i installed it. The option disappeared. I tried the old way to get dismemberment by changing some options in the openjk sp config file and i got dismemberment to work, but its really really rare for it to happen, only one limb can come off on any body, and its usually just an arm. So how do you enable the more realistic dismemberment in openjk? Like having more than one limb come off at a time? By the way I only care about single player dismemberment.
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