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Everything posted by minilogoguy18
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Archangel, adding a NPC with animations is exactly the same as adding a vehicle to the game, it's not hard at all, the only code side which is small is the class type and how it behaves. You can do it without coding but you're just limited to how it works and behaves in game. The export and compiling process is the same as a vehicle for the model and animations.
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Yeah I think adding a saber style would be a very popular one.
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Mara Jade Skywalker Request
minilogoguy18 replied to Shadowknight1's topic in Mod Requests & Suggestions
Yeah, I take it you weren't around when gamefront was close to being slapped with a lawsuit and shutdown by bioware for the ported KotOR models? Even if the developers didn't care pulling models from console games can prove to be quite difficult, takes someone with a LOT of coding knowledge to reverse engineer the formats to a workable state and even then a lot of data is generally lost. -
Boba Fett : Bounty Hunter 2
minilogoguy18 replied to Mandalorian's topic in WIPs, Teasers & Releases
It's looking really good, maybe one day you'll do some sublet work for me. =p -
Ahsoka Tano lightsaber WIP
minilogoguy18 replied to CaptainCrazy's topic in WIPs, Teasers & Releases
^Yeah, that's even a problem with the base hilts, the right hand is holding them in the middle where it should be more towards the top so that when both hands are holding it half the left hand isn't off the end of the hilt holding nothing. It's an easy fix though, especially if there is no *parent tag, just move it down in the Y axis and re-export. Not using a tag_parent (*parent) makes it so that 0,0,0 in global space will be the point where it bolts to the hand. -
There are at least still lugormod servers, you could join that, the building seems similar but with lugormod you get a whole lot more.
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Ahsoka Tano lightsaber WIP
minilogoguy18 replied to CaptainCrazy's topic in WIPs, Teasers & Releases
The main thing people tend to not think about when making weapons is that they'll never be seen as closely in game as they are in a 3d modeling program so they go overboard with detail. I'd definitely keep it under 500 vertex's, an 8 sided cylinder would be my max for the base starting point, let the textures do most of the work when it comes to detail. -
You can model each belt, just don't be lazy about it and add LOD's.
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Many may already know about it but I stumbled onto a soundboard here and there are actually a lot of sound effects that could be very useful to modders. Figured too now that Lucas Arts is gone they wont be so crazy about the sound effects being the highest held copyrights.
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The 'Chaser', YT-1300 Request.
minilogoguy18 replied to KDR_3XILE's topic in Mod Requests & Suggestions
I have nor HAD no interest in finishing it just because the flight in JA is terrible (that's why I mod SWBF2 for that aspect), I just told him if he found someone to texture it I'd throw it in game which he never did. -
MOD Suggestion: The Old Republic Mod
minilogoguy18 replied to LordDesann's topic in Mod Requests & Suggestions
The main thing that's really odd is that you can download and play TOR for free, why try to emulate it through this game when it would take loads of work to even come close? I could understand an action type game seeing as all other games like TFU for instance have horrible saber combat compared to JO/JA. Maybe you've already played TOR though and realized how it's nowhere near as fun as SWG was. -
Problems with Toshi's Luke ROTJ
minilogoguy18 replied to Maelstrom's topic in Jedi Knight Tech Support
Not capable of this atm but it sounds like a super simple problem with the .sab and .npc files, they're simple text files written in plain english, you just need to go over them. -
I still think you could lighten it some, even just a little bit.
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MOD Suggestion: The Old Republic Mod
minilogoguy18 replied to LordDesann's topic in Mod Requests & Suggestions
Well then in the nicest way possible I would say don't look forward to anyone picking this up, there aren't many modders which is why we try to encourage others to learn like we did to try to strengthen the community. -
I think they should be a bit cleaner, I liked in the OT movies how white stormtroopers are, yours armor looks like it has been in service for some time and has been a bit beaten up. The in game lighting with shaders applied makes them look a little metallic gray rather than white.
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MOD Suggestion: The Old Republic Mod
minilogoguy18 replied to LordDesann's topic in Mod Requests & Suggestions
You can always learn the skills, no one here was just born with it. That's the beauty of the human race, the near limitless potential once you learn to forget things like "I can't". -
http://jkhub.org/files/file/617-sith-stalker/ You didn't look hard enough. Ahh nvm, seems that the one you want has some darth vader knock off outfit.
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Mod Request: A'Sharad Hett Lightsaber
minilogoguy18 replied to LordDesann's topic in Mod Requests & Suggestions
Don't import a hand, import another weapon close to yours and steal it's tags. -
Make 3 LOD's and caps.
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Doesn't sound right at all, stupidtriangle_off should be child to mesh_root and then your model starts under stupidtriangle_off, saying that stupidtriangle_off is linked to nothing is wrong. All the info I ever followed to get LOD's working and it only took 1 try using Softimage when the paper was written in 3ds max was the character importing tutorial that comes with the SDK written by Tim Appleby.
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Was the ST commander in the TFU games? IMO, I'm more of a original trilogy kinda guy, I could probably live the rest of my life hapily without even watching the prequels ever again.
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No, I'm no coder, just a long time modeler/animator and I can tell you there are a lot of things broken in the base game. I think he meant like coding practice which I don't think it would be.