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Posts posted by swegmaster
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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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oh yeah this includes stuff from the season pass dlc as well, and be glad that we have more captain phasma and unmasked kylo ren voice lines now
TheWhitePhoenix and GPChannel like this -
hold on, i need to delete the different language voices first so the file is not as big, and so it won't take as long to upload
The Punisher and GPChannel like this -
GUESS WHAT: I EXTRACTED ALL THE SOUNDS FROM THE NEW LEGO STAR WARS TFA VIDEO GAME, INCLUDING VOICES, SO PREPARE FOR NEW KYLO REN SABER SOUNDS, TFA VOICES, AND MORE
:D
:D
Seven, GPChannel and Darth Sion like this -
i don't know what you're talking about @@The Punisher, but i got the forehand galen saber working fine:
The Punisher likes this -
da glow works via shader, shaders are more than what you think, they can really change the looks of things, like add animated textures to stuff like saber blades (@@Darth Martyr's kylo saber blade, for example), playermodels with things like rorschach's face, add glow fx to textures via adding a glow texture for it,
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i don't understand, why not make a code edit that makes it so that jumping on enemies doesn't knock them down, but instead will give damage based on how much force the player gives when they land on them, then some actual skill would be required
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actually, i figured out how to do it, i even made a version that doesn't conflict with the forehand sabers
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actually, they can, it doesn't matter about force power level, it matters about if they're spelled correctly, because even one error in a npc file could cause a big f*ckup with all other npcs
Jeff likes this -
yeah, thats what they mean, i think with outcast grip, it could be a matter of replacing efx files
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Awesome! How did you did it?
what @@Ramikad said, modify model_root, not scene_root, because if you modify scene_root, nothing rotates
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how did you do that?
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i share the exact same issue with blender, i export it, it is not rotated
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actually, cg_renderToTextureFX 0
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to deselect after rotating, just left mouse click or press enter
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did that, but it still didn't work for some reason
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okay, i need help again, when i export it as a glm, its still a forehand saber, and i flipped it in blender a perfect 180, but its still not a backhand when i export it
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oh wait, now i see the options, it was in the import menu, not in the 3d view
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i don't see options concerning a skin or anim file on the left side of the screen, because i'd really like to know where they are, especially when i try to export it, but it says no skeleton root found
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i have a request, could you port the darth sion model from tfu, as its a hd recreation of a character from kotor 2? and maybe the clone trooper model as well, considering it was a 501st clone trooper model from fr's bf3, but without the blue markings?
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well, i'd like to know what version of blender works best, i'm using 2.64, and if thats a good version to use, i'd like to know what i'm doing wrong when attempting to import it as a glm
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technically, some of the star wars games USE assets from fr's battlefront 3, like the tfu games for example, including the wii version with the assumable han solo model from bf3, heck, for some reason even on game discs of resident evil: operation raccoon city in a folder named luke
The Force Awakens Conversion Mod for SP
in WIPs, Teasers & Releases
Posted
are you making anything tfa-related, just wondering, i'll still pm them once i get rid of the voices of the same lines in different languages