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Aidor

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Everything posted by Aidor

  1. Rebellion starts on Sunday...

    1. z3filus

      z3filus

      stay on target

      -

      stay on target

    2. Barricade24

      Barricade24

      Close enough!

       

      BAM!

  2. That's good news Jeff. I'll keep an eye on this thread (especially on the weekend, ). Lets see what you can do with this girl,
  3. Thanks! Actually, that solved my problem with "saberthrow" as a force power. I should have thought about this before... my fault,
  4. I see. Well, that's true, the game is a bit harder with saberthrow as a forcepower. But I'm using some "difficulty mods" as well (increased values in .npc files), and now the game is too much harder, not just a bit, Well, It's not a big deal this little "issue". Just one more thing: At least, is there any "name", or "command", or cvar, for the saberthrow forcepower? Just to bind it to a key. I've tried some (force_saberthrow; fp_saberthrow, .... and some more), but without lucky,
  5. Aidor

    Hera Syndulla

    As they said, awesome and amazing. I'm replaying the whole SP campaign with this model, and it's a pleasure. I love this model and this "pilot clothing style", with a perfect combination of colours. So... 5 stars to Disney's designers and 5 stars to Jeff's work!
  6. yeah... I've tested yours, and looks nice, with any "hands-hilt" problem. I'm going to use it when I won't use the female twilek I'm playing with right now. I'll check those ones, sure. Thanks for the advice! yeah, I figured out about this... I guess cause all animation files has always the same "file name" (inside the pk3 file, of course).
  7. Well... I've been searching and trying to "define" that Button_saberthrow with no lucky... I guess it's something to change in "code/qcommon/q_shared.h", but I don't know where this file is (actually, it's a "file"?) and how to change it... In addition, I would like to know and be sure if katarn saberstyle is the only "advantatge" of having saberthrow as a force power. Maybe I'm (we are) losing something...
  8. Thanks to you for considering my suggestions. I'm not a moder at all, so take my suggestions with a grain of salt. Just something I forgot: if you are going in deep with this work changing the model (and not just the skin), in addition to the pants and face, you could change a little the tentacles: make it a little more thicker where the tentacles begins and a little more shorter, but just a little, as you can see in any Hera's picture. Concerning changing the face, you could start making a bigger eyes. That would do the trick. And then work and adapt the rest of the face to those bigger eyes (and I think it just needs to "adapt" very little, cause the rest of the current face is quite a lot close to Hera). Well... I'm going to keep playing my SP campaign with this nice Hera model. I love this "pilot clothing style", and those colours... green, orange and brown, are just perfect to my taste, Keep on this good work, Jeff!
  9. Nice! Even I don't know how to tweak it myself right now, nice. Doesn't seem something difficult to change... I'm going to see if I can figure it out. Thanks!
  10. yeah, I've already downloaded Hera and its just perfect, May it can be done a little more work on it to make it look a little closer to the aspect that Hera has in the cartoon show (maybe... such as slightly wider pants, or some little changes in her face), but as a version of the JK Hera is almost perfect. The same with Sabine (I realize now that you included a non-helmet version), which body is perfect and just needs some work on the face. But, if I'm going to use Sabine, I'll use the helmet versión one, so I'm happy with it, Thanks for the work and for shearing it!
  11. yeah, that's what I finally thought... but even this, I still can't see the "advantage", because katarn saberstyle is not what I usually use (and well, I'm talking about my taste, of course, I don't know if katarn's saberstyle is usually used by other people). Maybe there is a way to disable this feature... let's wait to redsaurus or someone else if they know a way.
  12. Tested Sabine and it's quite nice! Now waiting for that approval for Hera,
  13. @@Jeff Good to hear that, I've started replaying JA SP campaing with a female twi'lek, so the Hera one will be nice. I like that skin quite a lot. ..and downloading Hondo Ohnaka right now. Thanks!
  14. yeah, I see what you mean katanamaru, and I noticed this issue with the vanilla stances too, as you say. I guess that that is why Circa has done this mod a few days ago: http://jkhub.org/files/file/2201-fixed-saber-hilts/ But maybe in some custom stances this issue is more noticiable than in the vanilla ones, don't you think? (right now, I don't remember how looks your backhand stances with this little hand-hilt issue... I'm going to check it. About your plans to get back into animating, well, let's see if someone does what you are waiting for.
  15. One little doubt: which is the advantage of having saberthrow as a force power redsaurus? I can't see it...
  16. Yeah, like DrXann says, all of them would be nice. But I understand that you may have not finished them. For now, I'd be happy with the 3 that you have in your profile picture. The Kanan one I already have it from your Kanan's topic, so if you can share the Hera and Sabine models it would be nice (even if they aren't finished yet...), Thanks in advance!
  17. Ei Jeff, you have some very nice models here! Waiting here to play with them...
  18. Nice! I was looking for something like this. I hope this works as well with some stances and animations mods which have the same problem with hands and hilts.
  19. I've tested it a few days ago. It's a very nice one, but as far as I remember it has the same problem with non adjusted hands-hilts,
  20. Thanks for that, Hidden Bek, I'll check those ones (even the backhand style is not to my taste. I mean: I like it for Starkiller, but I don't like for "every Jedi"). The JKgalaxies one, is avalible as stand-alone? Or I need to download the whole thing?
  21. Well, I've been trying some animation and stances mods downloaded form here (and from Syko's JKfiles Mirror), and while the animations and stances are usually cool, all of them (al least, all of the ones I've tested, 5 or 6) have a little weird way of holding lightsabers. I mean, the hands of the playermodel are not well placed in the hilt and looks a little weird. So... which animation and stances mod do you think is the best (or the one/ones you use)? (mainly keeping in mind that thing about hands-hilt, of course). Thanks in advance,
  22. it's just me or the SFXsabers feature increases lightsaber light on surfaces (and I'm not talking about the r_SFXsabersGlowSize cvar. I mean the light intensity reflected on surfaces and walls)? I was looking for this effect (to increase lightsabers light reflections on surfaces), and that feature (SFXsabers) seems that give us that more intense light just setting r_SFXsabers to 1. I'm right? It's quite noticiable the "new effect", but well, it's not the first time I see something tweaking JK that people say it's impossible...
  23. Thanks ensiform... I'm starting to doubt seriously what my eyes see (do you remember my question about the "slower lasers shots" in JA?), cause as I said, when I set r_dlightbacks 0 I see a lower intenisty in the lightsabers lights (not just in my "back" not rendered). Just un SP, didn't test it in MP. But you guys have a lot of experience tweaking JK, a lot more than me, so I'm going to start seriously doubt what I see. And what you said (r_dlightBacks 1 causes it to skip rendering the dlight if the backface of the dlight is not visible), well, it makes sense if we look to that cvar's name. Actually, I'm using redsauru's mod to play JA SP (http://jkhub.org/topic/2480-sp-customisation-stuff/page-10), which includes SFXsabers feature. If I enable this SFXsabers feature, it seems that the lightsabers lights are more intense (hurra!), but it seems, cause as I said, I'm starting to doubt it seriously. Maybe this redsaurus's mod change something about lights and the r_dlightbacks cvar. I'll check what happens if I change that cvar in the "vanilla OJK".
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