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Everything posted by minilogoguy18
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Your folder structure for everything should be EXACTLY the same as in a pk3, that way you know everything will load properly.
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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.
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^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.
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Kotor 1 Sith Soldier into JKA Model help needed
minilogoguy18 replied to Maui's topic in Modding Assistance
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. -
You don't need to download it, it's purely server side.
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@@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.
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Master servers are going down on 31st of May 2014
minilogoguy18 replied to Atera's topic in Jedi Knight General Discussions
@@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. -
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.
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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.
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Obviously nothing since nothing has been posted on it. >_>
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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.
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character CUSTOM SKEL NPC: Mailoc
minilogoguy18 replied to Archangel35757's topic in Dark Forces II Mod
^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. -
character CUSTOM SKEL NPC: Mailoc
minilogoguy18 replied to Archangel35757's topic in Dark Forces II Mod
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. -
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.
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Questions about models for maps would be best answered by a mapper, I'm sure @@Szico VII may know the answer to this.
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character CUSTOM SKEL NPC: Mailoc
minilogoguy18 replied to Archangel35757's topic in Dark Forces II Mod
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. -
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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I'm sure there is a boundary, every game has them, it's just far enough away from anything to even make anyone want to even bother reaching it.
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Seems the biggest problem is scale, JA models are HUGE when imported into 3d programs, this engine just isn't suited for flight. Even if the mechanics were better the maps are just too small to be enjoyable.
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Just picked up a Retrolink N64 controller for PC, identical to the real thing, going hard on the emulator
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You can't use Milkshape, it has no way to arrange a hierarchy, otherwise it would work. He should just not use it, it's not a good program other than just being able to import/export a lot of file types.
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Graphics Cards and 3D modeling software...
minilogoguy18 replied to Archangel35757's topic in General Modding Discussions
That was way back in the day with a 3ds Max 7 trial and I believe Softimage|XSI 4.2 that I got from a former LA employee when modding SWBF2. May be different now but kinda doubt it since I've read that 3ds max is still buggy when it comes to lots of polygons. I tried downloading a student copy of 3ds max 2013 but it kept failing to install for some reason. -
character HUMANOID SKEL PLAYER: Kyle Katarn
minilogoguy18 replied to Tempust85's topic in Dark Forces II Mod
Yeah, it would look dumb to be using the same weapon that is holstered.