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GLTh3Pr0

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Everything posted by GLTh3Pr0

  1. Thanks! Actually some sources (like Dark Times) depict them having the Q7, other sources (like Darth Vader and The Lost Command) don't. The real canon source should be Ep. III but they really move too fast to see it.
  2. You can in the level t2_dpred and, as I said before, it's not the NPC vehicle, but the misc_atst_drivable as you can toggle between the weapons and you can access it only from the top.
  3. 193 downloads

    Version 1.0 Reskin author: GLTh3Pr0 Description: In the first years after the Declaration of a New Order, the ARC were considered an elite craft in the Imperial Fleet. As with all craft commissioned by the new Empire, ARC-170s were henceforth given the standard 'Imperial gray' color scheme, doing away with the variety of colorful markings that military vessels bore to identify their squadron affiliations with during the Clone Wars. This is a reskin of Minilogoguy's ARC-170. I replaced the red color with dark grey, removed the Republic Fleet simbols and some other stuff (I used the Dark Times comics as reference). I also replaced the green Astromech with the vanilla r2d2_imp. Installation: Drop the pk3 file into your base folder. To spawn the fighter just use the code /npc spawn vehicle mini_arc in your console. Take the file out of the folder or delete it to unistall. Special thanks: To Minilogoguy18 and his team for giving me the permission to release the reskin! You can find the original one here: https://jkhub.org/files/file/1258-arc-170-fighter/ You can contact the original maker at minilogoguy18@aol.com or me at glthepro@libero.it
  4. Oops sorry for the misunderstanding.
  5. I'm using OpenJK, but I remember these to happen in the normal JA too (but these don't happen in MP). The first one regards the walker NPCs, it looks like they're a little bit bugged in SP, when you move the camera, the walker's head doesn't move, but the walker itself does in a...um...let's call it "weird way" The second regards some vehicles (I remember only the ARC-170 and the AT-AT) that should shoot from the front, where the cannons are, but instead they shoot from the right! I'm not sure if someone found a fix, but I hope so.
  6. Oh well thanks. It just looked weird to me. I only had to correct some grammatical error lol
  7. Is it normal that when I update the description of one of my mods it has to wait pending approval again or it's some weird bug?
  8. Are you sure? I'm 99% sure the AT-ST you drive in t2(..., the one with Racto, I don't remember the name) are misc_atst, not the vehicle.
  9. What about the misc_atst_drivable?
  10. Damn I ruined the surprise D: Anyway, I can't wait to get my hands on that model!
  11. 257 downloads

    Version: 1.0 Reskin author: GLTh3Pr0 Description: In the first years after the Republic's fall, the Imperial Navy still used the V-Wings as its primary fighters, now painted in imperial livery and lacking the Q7 Astromech droid. The empire can be seen using these fighters at the end of Episode III: The Revenge of The Sith and in some comics like the "Dark Times" series. This is a reskin of Minilogoguy's V-Wing, what i did was replacing the red painting with dark grey and other small details. Also the hull on the old skin was dirty, yellowish, it looked cool on the Republic skin but not so much with the Imperial grey, so I whited it out. If you're wondering why there's a republic simbol and not an imperial one on the ship, it's because that's because they look like this in the comics, no idea why. Installation: Drop the pk3 file into your base folder. To spawn the fighter just use the code /npc spawn vehicle v-wing in your console. Take the out of the folder or delete it to unistall. Special thanks: To Minilogoguy18 and his team for giving me the permission to release the reskin! You can find the original one here: https://jkhub.org/files/file/1257-v-wing/ You can contact the original maker at minilogoguy18@aol.com or me at glthepro@libero.it
  12. Photoshop, sir. EDIT: I found the brush tool and it works freaking well! Thank you sir!
  13. I'm making some republic fighters reskins to make them look like imperial fighters from the Dark Times era (ya know, like the ones at the end of Ep, III and some comics), but I'm relatively new to skinning (or modding in general) and I've got a little problem: I don't have any idea how to remove the big republic fleet simbols from the ARC-170's wings in a clean way (so that it doesn't look like there was something that got removed). Any suggestion? Here you can find some pictures of the fighters: http://imgur.com/a/ggzpb
  14. Any news/progress?
  15. In the vanilla game there are only destroyed ones in the Hoth level. Anyway yup, it should be bigger. A fixed and scaled AT-AT would be perfect.
  16. Yup, for some reason this problem occurs with most (if not all) the walkers NPCs, maybe not in Multiplayer. I wonder if somebody has got a fix. PS. doesn't happen when you spawn the misc_atst_drivable, which isn't actually a vehicle.
  17. OK, I'm working with a new model and I've got a question. If (instead of working inside the game assets) I wanna do a pk3 file of the mod weapon that repleaces the vanilla weapon, what should I do?
  18. A character we really need? The episode 3 Clone Pilot. I spent ages to search one, never found it. The only one I remember is KOTF's but it kinda sucks because it is a reskin of the TIE pilot so its face looks...weird... Not as much important, but still cool (cooler, in my opinion) is the V-Wing pilot: http://skygunbros-custom-creatures.com/fmpf/ywingpilot.jpg
  19. GLTh3Pr0

    Duel ATAT Bay

    In the Legends there are many different sources, but in the canon we know that they're 22 meters tall. I like the map. It reminds me of Dark Forces II for some reason. The only problem are the AT-AT's chin cannons, they're incredibly unsersized. I'm not sure if 007's original AT-AT had this problem too.
  20. It looks awesome and I like the inclusion of the Rebels variant. Anyway, what's the background map? EDIT: Ooops, didn't read that's written in the file info
  21. The weird thing is that in game Jumptroopers fly with them like if these were normal jetpacks (well, that makes me wonder why they are called "jump" troopers)
  22. There are a few unused NPC missing, like the mark2. Anyway, COOL!
  23. Yeah, finally some good news!
  24. Does this mean the other models should be fine?
  25. Is there any coding expert here on JKHub I can ask to?
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