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minilogoguy18

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Everything posted by minilogoguy18

  1. I haven't had the time before but I may take up the mod but I'd want to find a coder first.
  2. Working now.
  3. Why can't anyone post anything in the section it belongs in? Pretty confusing to click on a thread that you think is just a discussion but it's a request.
  4. Whenever I log in for some odd reason the JK Hub logo at the top of the screen just becomes "Logo" with no image, if I log out of my account though the logo appears as it should. At first I thought it was some weird issue with cookies so I cleared everything but it still does it. Also causes formatting issues with the toolbar that contains the notifications whenever I click on anything up there.
  5. [sharedmedia=tutorials:tutorials:90] I haven't finished the video's, kinda lost interest since not too many people seemed interested in them but just ask all your questions in this thread and I'll answer them as best I can.
  6. What exactly do you want to know about the programs? Softimage is a 3d modeling, animation, simulation, node based programming and rendering package, it's far more complex of a program than 3ds max 5 by a long shot. What do you mean by regular JA models? If you want the base models then this is the file you want to download. https://jkhub.org/files/file/1586-animation-and-model-source-files-raven-software/
  7. Your folder structure for everything should be EXACTLY the same as in a pk3, that way you know everything will load properly.
  8. Your folder structure for EVERYTHING if you are planning to mod should be C:/base/ or whatever your drive letter is. Keeping everything inside of the GameData folder makes stuff like ModView not work. The ModView.exe however can be wherever you want it to be.
  9. ^Remember that the heirarchy in game is NOT the same as all the skeleton files floating around for Softimage, Maya and max. This is explained loosely in my JA character animation tutorial.
  10. It's legal, but only if you own KotOR, JA, port it YOURSELF and do not redistribute it. The previous ports floating around out there were done by someone who obviously had no idea what they were doing so you get all kinds of tears in the model, dismemberment problems and just bad deformation.
  11. You don't need to download it, it's purely server side.
  12. @@Asgarath83, lugormod adds an RPGish element as well as level 4 and 5 force powers. You just need to get away from SP, playing with others in JA especially is way more fun than by yourself. Gradual or poison is already doable, look at the Noghri weapons.
  13. @@Assassin, something tells me you can't even come up with a good reason not to like OpenJK. Sure it's buggy now, it's incomplete but it's the future.
  14. I already asked about the Malgus model, something needs to be fixed, forget what, he doesn't really wanna bother with it. If you really wanna know more you could just mention him in this post using @hisname...
  15. You need both a .BOT and .JKB file to have a working MP bot. The .BOT file goes in the scripts folder inside the .PK3, download and open a known custom model file that can be use as a bot in MP and look at the files. They're just simple text files that can be opened with notepad, no need for a botmaker.
  16. That's really strange, I've been using PakScape since 2004, I like it because of it's simplicity and doesn't do anything I don't need it to. I've used it on windows XP and 7 with no problems at all. Don't think I've ever heard of anyone having any problems with the program. You should maybe make sure whatever antivirus you have isn't blocking it or anything.
  17. Obviously nothing since nothing has been posted on it. >_>
  18. No, it's only legal if you own BOTH games and are porting them yourself and of course not redistributing it, you must own both games.
  19. Meh, that system is terrible. If only there were still good lugormod servers around, that could be played for hours without getting old, especially if the server had fresh maps often.
  20. ^This, trying to recreate JA's saber system in another engine seems like it would be a lot of work for both coding and animation.
  21. Probably all of them, I started gathering references on them and was going to start with the bryar pistol. Also keep in mind that we will have normal maps applied so starting a high poly mesh would be good.
  22. I have seen some comparisons and machines running 8 did seem to handle things like games faster but the OS takes more time to get used to, 7 will fell mostly like XP. I'm using 7 x64 and I'm going to stick with it for now, I'm in the market for a new laptop and it will be a win 8 laptop which I wont mind but I'm not going to buy it for my desktop.
  23. Questions about models for maps would be best answered by a mapper, I'm sure @@Szico VII may know the answer to this.
  24. Not sure, Archangel talked about it some time back, if he didn't show anything after a while I was just going to knock it out since it shouldn't be too hard to model and animate since like you said the hardest part will be to actually make it work code wise. Since you seem to be taking an interest in some of the models I'm sure @@DT85 would be glad to have your help either for just a few things or being full on the team.
  25. Not sure if I'm going to attempt it or pass it on, I downloaded a Substance Painter trial to test it out but I've been working so much lately that I haven't really had the time to try it out much. I'd like to have a few different textures to match the levels that you fight them in, like one that is more clean that you fight in the imperial base and the other that has sandy feet and legs that you fight in the canyons. I need to redo the UV's on the main cannons since somehow they were lost when I redid a part of them, must have forgotten to merge the UV's.
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