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Everything posted by The_CrY
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Z6 riot control baton - Stormtrooper Melee weapon from Ep7
The_CrY replied to The_CrY's topic in Mod Requests & Suggestions
Cool! Now all we need is someone who could rig it (with the original author's permission?). It's a beautiful model! -
@@Artemis, thank you for your reply! I followed your instructions and it works! Now I have my Mirialan Snow Rebel! As for the Weequay, I'll play around with it some more until I give up or find someone with a clue.
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Thanks to Maui's video tutorial I'm starting to get the hang of Frankensteining, but there are a few questions I have. I hope I can ask them in this thread, since creating a new thread for roughly the same topic seems unnecessary to me. - I was trying to put the Rebel head on the Jedi_HM body, but I keep getting this error: Could not load surface head_helmet (LOD 0) from Blender: Vertex without UV coordinates found! Since I have only moved the head to the Jedi_hm layer and nothing else, I have no idea what's going on. Is this an issue with models consisting of multiple torsos and heads? - I see in Blender that the Weequay head has actually a lot more hair options than the in-game version shows. Is there a way to make the extra hair appear in-game?
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Star Wars Episode VII Discussion
The_CrY replied to Circa's topic in Star Wars Franchise Discussions
Glad to see R2D2 is in this film! Harrison Ford and R2D2 are so far the only reasons for me to be excited about Ep7. -
Always great to see someone likes the same stuff as I do This band is relatively new and their debut album drops in a few months, I think
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https://www.youtube.com/watch?v=xtoHT5kB6E4
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Why the hell not? Because he can. Star Wars doesn't have to be serious all the time
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I love the Desann style. It has the damage of the strong style, yet moves much more flexible and slightly faster too.
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That is awesome! Do you think you could make a female version of this species too? I believe they don't have much difference in heads, if Wookieepedia is to be believed.
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Faith No More - Everything's Ruined https://www.youtube.com/watch?v=usGQjN87BUA
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Knight of the Force Total Conversion
The_CrY replied to Petzi's topic in Jedi Knight General Discussions
Then I remembered incorrectly. -
Knight of the Force Total Conversion
The_CrY replied to Petzi's topic in Jedi Knight General Discussions
I played KotF quite a bit a few years ago. I loved the sandbox feature and all of the maps and the NPC spawn system. Nowadays I can do the exact same thing in base JA, with a few added maps, models and the NPC spawn mod. And best of all is, KotF was very hard to edit and Tim would not allow players to be able to meddle with the mod's code. Base JA is a lot easier and almost everything can be edited to fit your taste. KotF is obsolete nowadays. Given its negative history with lack of credits and attempting to sell the mod, it's best to just ignore it now. @@DrXann If I remember correctly, KotF did not have a mod folder, but was planted directly into JA's base folder, so you couldn't switch back that easily. -
Perhaps the Temple Guard is not a human?
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I don't understand... I have followed the tutorial to the letter, but everytime I want to open the model in Modview I get this message:
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Star Wars Episode VII Discussion
The_CrY replied to Circa's topic in Star Wars Franchise Discussions
Let's hope these lightsabers will appear in the film too: https://www.youtube.com/watch?v=kgSylgBFi-I&feature=youtu.be -
Ooh like that. Well, that's what I did initially. I just took the original NPC files and changed the models (and sabers) around. Originals: My versions. In this version the sounds are changed too, but even with normal cultist1 sounds Vjun3 crashes.
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I get the same result.
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Good reply, thanks. So now I managed to locate the problem. It's not an OpenJK bug, the problem is with one single NPC entry. I can't figure out why it makes the game not load though. Here is the entry that doesn't work. I can't figure out why it doesn't work, especially because this one does work correctly: EDIT: very strange... I replaced the cultist_saber_all with the base JA entry, and still it crashes at Vjun3. But I am now able to summon all of them in-game. When I leave out the entire "cultist_saber.npc" file there is no crash. But the other NPC entries cannot be the problem, since they were summoned in the game in earlier levels without problems.
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Hi, I've been playing the original single player campaign again with some different mods that should not change gameplay, but there seem to be problems when entering the Vjun2 & Vjun3 maps. I play via Steam, on an OpenJK build released on 29 december 2014. I made a new basefolder, so I have to load it via Settings > Mods. All I did was change most of the NPC files to face some different models and have a refreshing view of JA. Some textures I recolored for the sake of recoloring. But I only touched player models, which shouldn't affect maps, right? The entire game runs fine, save some missing textures here and there (god knows why), until Vjun2. With Vjun2 it just shows the loading screen and starts Kyle's conversation, but there is no screen. I can manoevre around this error by loading the checkpoint save, but it shows the playermodel missing. "~ playermodel player" and we're good to go. Unfortunately the problem occurs again with Vjun3, but there's no checkpoint save this time. When I press "escape" it just brings me to the main menu and the game has stopped. Does this sound familiar to anyone? Does anyone have a solution to this?
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Will there be different heads available for each species or just one single head?
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Well not all Gamorreans have to be fat, right? Looks quite cool.
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Post Your Frankenstein Ideas Here
The_CrY replied to DarthDementous's topic in Mod Requests & Suggestions
Could you take Tavion's head and put it on the body of this model? http://jkhub.org/files/file/1770-scerendos-female-jedi-customisation/ If you could, that would be so awesome