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Arbok

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Everything posted by Arbok

  1. Fun fun. I used the TARDIS ( http://en.wikipedia.org/wiki/TARDIS ) prefab included in Siegebomb1b.PK3, I thought I could make something funky (and at the moment only functional) with a few teleporters and mirrors/portals. At the moment I'm tied up with school, exams and other things so I'm not releasing anything major any time soon But if anyone wants to implement a TARDIS into his/her map (or a similar contraption) I'll gladly help (and if that happens I will ask the author of the prefab to use his prefab in a to-be-released map, so far the only thing released is this video).
  2. Oh well, I decided to submit it as it is. http://jkhub.org/area51/files/file/1189-jedi-knight-logo-saber/
  3. Version 1.0

    273 downloads

    This mod adds 3 saber hilts: 1) Normal version, the JK logo as a saber hilt. 2) Long version, the "blades"of the hilt stretch along the length of the saber beam. 3) Sword version, same as the Long version except the blade is invisible, makes no swoosh sounds and bounces off walls when it hits them.
  4. Version 1.0

    147 downloads

    This mod replaces the default "astral duelists" loading screen (or green JK Logo for JA+) with the JK logo over a blue picture of mountains and clouds, displayed just before a map starts to load or when the map doesn't have a levelshot of its own. PS: I think the mountains are the Bucegi.
  5. Oopsy... http://www.mediafire.com/?i24kobtd9b40245 Who wants to check it out for any bugs? Also, I'd really appreciate it if anyone could add a shiny metal shader to it or at least tell me what I did wrong, I'm not that good with shaders. If things go well I might add it to this site and submit it to JK3Files later this day.
  6. Very nice comics, I like the character style you use. And the backgrounds are great!
  7. Huh, the base sith_sword has the same effects, I don't know why I expected it to have no flying sparks at all. o_o Oh well, thanks anyway guys. I must be doing something wrong with the shader, I can't seem to get it to work... models/weapons2/saber_logo/w_saber { q3map_nolightmap { map models/weapons2/saber_logo/w_saber blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/saber_logo/env_w_saber blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/weapons2/saber_logo/env_w_saber blendFunc GL_DST_COLOR GL_SRC_COLOR detail tcGen environment } } I have played with mapping shaders before and isn't "q3map_nolightmap" exclusive to mapping?
  8. saber_logo_sword { name "Jedi Knight Logo Sword" saberType SABER_SITH_SWORD saberModel "models/weapons2/saber_logo_long/w_saber.glm" swingSound1 "sound/weapons/sword/swing1.mp3" swingSound2 "sound/weapons/sword/swing3.mp3" swingSound3 "sound/weapons/sword/swing4.mp3" fallSound1 "sound/weapons/sword/fall4.mp3" fallSound2 "sound/weapons/sword/fall5.mp3" fallSound3 "sound/weapons/sword/fall6.mp3" hitSound1 "sound/weapons/sword/stab1.mp3" hitSound2 "sound/weapons/sword/stab3.mp3" hitSound3 "sound/weapons/sword/stab4.mp3" bounceSound1 "sound/weapons/sword/fall1.mp3" bounceSound2 "sound/weapons/sword/fall2.mp3" bounceSound3 "sound/weapons/sword/fall3.mp3" blockEffect "sparks/spark.efx" hitOtherEffect "sparks/spark.efx" saberLength 45 soundOn 0 soundLoop 0 soundOff 0 saberColor random noWallMarks 1 noblade 1 trailstyle 2 bounceOnWalls 1 }
  9. And now we've got a really long hilt and a laser-less, wall-bouncing sword that goes swoosh, swoosh, swoosh when you swing it around! There are 3 variants so far: 1) Normal hilt (shorter) 2) Long hilt (longer) 3) Sword (same as 2 but no saber blade, bounces off walls and makes swoosh sounds). By the way, when I hit NPC's with the sword (lower-right corner) glowy sparks fly out of them like they do with normal sabers, does anyone know how to fix that? Also, can anyone help me out with the shiny shader? I keep failing for some reason...
  10. Finally got it in-game! I feel like I fulfilled some kind of prophecy... This reminded me of when I played JK2 in 2003 at a PC arcade, I thought of the logo as "Oooh, this must be the saber you must get in order to defeat the boss." Also, I'll extend the logo blades to reach the saber blade's top and make two versions: one with the plasma beam (like in the animated videos) and one without it (like a real sword), how does that sound? Also, do you think I should keep it silver only or make coloured versions too like the ones you see in the main menu of JK2 MP?
  11. I don't have much experience in modelling but I thought I'd give it a try for fun:
  12. Do you think 3-team or 4-team gametypes are worth adding? Can't wait to play this when it's done!
  13. I will get to it too. Thanks! DF2 has 5 "Jedi Training" maps, those should be easier to remake for JKA than MotS which has 16 maps in total... I'll have to make a list which maps are more interesting and focus on those for when I'll have more time for mapping.
  14. Here are a few in progress maps from Dark Forces II: Jedi Knight and its expansion pack Mysteries of the Sith. Quite a few maps at once, I know, but for some reason building in Radiant is kind of fun sometimes. I've been busy with lots of things lately and I haven't had the time for these in the recent months. DF2: Blades of Death Canyon Oasis MotS: Ruins of the Sith Imperial Training Facility (screenshots only since this map hasn't gone beyond 2 rooms and a split hallway):
  15. 697 downloads

    This mod contains two maps that originally come from LucasArt's "Dark Forces II: Jedi Knight" game from 1997. I was checking out the multiplayer maps (haven't played any MP in DF2 though) and I was pretty new to mapping, and I decided to try to remake these maps for the newer Jedi Academy for fun. The maps in this pk3: 1) The Duel 2) The Arena of Dark and Light The console commands are: /devmap df2_theduel /devmap df2_aodl FFA and TFFA are also supported.
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