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swegmaster

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Posts posted by swegmaster

  1. don't worry, as soon as the source files are released, i will see what .maps i can modify and possibly finish, then have the help of some others to do some of the other things, like @@ensiform, if he has the time to do so, finish some of the coding work, like make phase 2 dark trooper accuracy higher when flying, add the geometry code so that the fusion cutter's rotating barrel and alt fire work correctly, add a new phase 3 dark trooper class that has the special feats from the original game, and some other minor changes

  2. So, masters of the character soundpacks, would anyone be so kind as to put together a Dengar sound pack for me so I can release my kitbash of him?

     

    Found this if it helps.

    is that ALL of his lines? if so, then i could download it as mp4, convert it to mp3, cut all the lines, rename them to what they would transfer to in ja, then convert the sounds to work in-game, then upload it on mediafire and put a link to it here

  3. The short answer is it wouldn't - even if you could break the models down into enough surfaces to run in-game, you would most likely run into severe difficulties getting a fully-ported modern BF model to run in JKA.

     

    I speak from experience in just using parts of those models, let alone the whole thing.

    what you mean? i swear i see Twi'lek (Battlefront).pk3 in Model Pack 4.zip that contain maybe ported twi'lek from hd battlefront :o   :huh:

  4. Go back a few pages and i have detailed screenshots of the unstable blade, i've also made a regular red one for the TFA blade set but haven't posted any screenshots of it. If you like Episode III blades though i'll be releasing those soon along with saber effects and trails like the ones in the movie (as much as trails can be like the movies in the base game anyhow). Here's a sneak peak at the red and blue from the EpIII set

    ep3_zpssjxzimvy.jpg

    dear god, those look more accurate to the episode 3 blades than even the ep 3 blades currently on the hub

  5. This is already possible.

    how so? is it in a way via sounds.cfg?

     

     

    Well, ideally everything should be RGB compliant, since JKA Enhanced (not JK2 Enhanced) has this feature.

    yeah, but then again if you think about it, if my .sabcol idea is implemented, that would mean we could have custom blade fx, like make a new blue saber blade with an unstable effect like mb2, or make a pink blade with a firey trail effect

    Smoo likes this
  6. this is a post of my ideas for jedi academy enhanced that could get implemented into the mod, it will be edited if i think of more ideas:

     

    - the ability to bind sounds to a model based on the .skin selected (ex. have a helmetless version of vader, but with non-robotic voice instead of robotic voice without use of npcs)

     

    - add level 4 powers into the game

     

    - add sabercolors as .sabcol files with a system similar to making sabers, where you name the sabercolor you wanna add, give it paths to its custom blade and glow textures, as well as custom swing effects (e.g. gfx/effects/sabers/kyloredline, gfx/effects/sabers/kylored_glow), and set the rgb value for its dynamic glow (glow that appears on walls, floors, ceiling, etc.)

     

    - make sabers appear in saber selection menu like in mp without modifying the ui menu
     

    - make repulse like tfu2

    Smoo and TheWhitePhoenix like this
  7. i simply put the saber models glm into blender, selected model_root, under scene_root, pressed r, then x, then put my finger on the top of the saber to keep the point at which after i rotate it 180, i move the saber top down to right under my finger to fix hand pos. , then exported it as a glm named w_galen, then put it in a folder named GalenMarek_sn (sn is for single, or forehand), then put it in my pk3 in models/weapons2, then made a new .sab file that uses the forehand saber, and got rid of all the tags pertaining to staff sabers, and then boom, working in-game

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