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swegmaster

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Everything posted by swegmaster

  1. 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
  2. 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?
  3. holy crap dude, that looks epic, although you could probably make some of the grey more transparent like the original base hud
  4. lego tfa weapon sounds link: http://www.mediafire.com/download/65353kbu16wkf7u/legotfaweaponsounds.zip
  5. still getting rid of diff. language sounds, but i will put up a link for all the weapon sounds soon
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. i don't know what you're talking about @@The Punisher, but i got the forehand galen saber working fine:
  13. 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,
  14. 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
  15. actually, i figured out how to do it, i even made a version that doesn't conflict with the forehand sabers
  16. 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
  17. yeah, thats what they mean, i think with outcast grip, it could be a matter of replacing efx files
  18. what @@Ramikad said, modify model_root, not scene_root, because if you modify scene_root, nothing rotates
  19. i share the exact same issue with blender, i export it, it is not rotated
  20. actually, cg_renderToTextureFX 0
  21. this is the saber: https://jkhub.org/files/file/1686-starkillers-lightsaber-ashuradx/
  22. to deselect after rotating, just left mouse click or press enter
  23. @, how did you flip the base sabers to be backhanded?
  24. did that, but it still didn't work for some reason
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