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swegmaster

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Everything posted by swegmaster

  1. the model looks good, reminds me of the blue version of the hologram from df2 and mots EDIT: Holocam, not hologram, damn amazon fire dictionary changes words
  2. @@kalamaray, how's the progress on the tfa blades? just curious, as I,'ve released a lego star wars tag weapon sounds file containing a bunch of weapon sound fx from, well, the lego star wars the force awakens game, including Kylo ren saber sounds
  3. fireworks going off before the 4th of july is a bit hilarious lol

    1. Circa

      Circa

      All weekend long here in Chicago. A few times in the parking lot of my apartment complex. >_>

    2. swegmaster

      swegmaster

      sucks that outside my window, a giant tree in the backyard blocks the way of seeing the fireworks fully >:(

    3. Bek

      Bek

      Same here, though it started for me 3 days ago.

  4. how so? is it in a way via sounds.cfg? 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
  5. 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
  6. i don't know why its happening to you, but first this should be moved to the modding assistance section of the forums, as the tech support section is for people having trouble installing a mod or getting their game to work properly
  7. still, when finn turns it on with the kylo duel, it sounds like a normal saber, i think the tfa saberon sound should be saberon and the jedi saberon should be saberonquick, the same should go for saberoff
  8. it is good, but why not use the "jedi" saber turnon for normal saber turnon, and keep in mind to make saberhup sounds accurate to what they represent, what i mean by that is some of the saberhup sounds sound light, medium, and heavy, saberhup 1-3 is light, saberhup 4-6 is medium, and saberhup 7-9 is heavy
  9. wait crap for some reason i thought the grey corner was transparent , but could you add a little glow to the blue circle in the corner?
  10. holy crap dude, that looks epic, although you could probably make some of the grey more transparent like the original base hud
  11. lego tfa weapon sounds link: http://www.mediafire.com/download/65353kbu16wkf7u/legotfaweaponsounds.zip
  12. still getting rid of diff. language sounds, but i will put up a link for all the weapon sounds soon
  13. like, have a dawn and nighttime version of the theme that the current new theme will go to depending on how close it is to night
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. i don't know what you're talking about @@The Punisher, but i got the forehand galen saber working fine:
  20. 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,
  21. 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
  22. actually, i figured out how to do it, i even made a version that doesn't conflict with the forehand sabers
  23. 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
  24. yeah, thats what they mean, i think with outcast grip, it could be a matter of replacing efx files
  25. what @@Ramikad said, modify model_root, not scene_root, because if you modify scene_root, nothing rotates
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