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Posts posted by swegmaster
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alright i have one question: with the kyle customization, are you using the dfII kyle in-game version, cutscene version, or both? if the in-game version, are you implementing ALL the skins, like Rugar or One-Eye, or just certain skins?
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Looks like other people want Gorc and Pic model so Jerec's Seven Dark Jedi are complete.
well i'm pretty sure other people want them because it'll help finish all the character models for df2, when gorc and pic are done, we could have these guys:
sentry droid(in df2 mod source files, kept by @@DT85, will only pm his dropbox link to members of the df2 mod team as although hes retired, he doesn't want it to die out)
water cyc
grave tuskens 1 and 2
drugon
kell dragon
TheWhitePhoenix likes this -
I can't even imagine how huge Gorc's Lightsaber was in that game. It's like it fits in the palm of his hand, and he wields it around with one hand!
its called the lightclub because of its size, made for big creatures like gorc
KyleKatarn1995 likes this -
alright, thank you, i don't think i could do it, but i know some others that can do it once they have the time
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i meant as a menu option, not based on who you select, unless you're saying thats not possible
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Neat idea, but I'd have to actually code that ability to do that.
actaully, with the snd cvar, you can change which set of sounds the player uses, like snd <name of char sound folder>, located in sound/chars, ex. i want normal ja kyle sounds, and in the char folder theres a folder named kyle, so i do: snd kyle
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@@Psyk0Sith, how did you recreate that texture, i'd like an example so that i could possibly convert the rest of the textures from the unfinished mots mod
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another recommendation, with the kyle customization, make it so that you can also swap the soundsets as well, like switch between df kyle, df2 kyle, and jo kyle sounds
KyleKatarn1995 likes this -
alright, i've worked on 2 different soundpacks for @@AshuraDX's clone trooper pack, i've worked with @@Seven on it, and so far we have 3 soundpacks ready for the model, but before release one more soundpack needs to be made, i gave ashura a new pk3 containing all the soundpacks in a pm called clone sounds
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could someone help me convert these icons to hd?
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and i did say in the video that i couldn't wait for the map optimizations
The flying dark troopers are actually already running the rocket trooper animations through code. I agree the Phase III will eventually need more advanced attacks. As far as accuracy that's something that definitely needs to be addressed.
thats when you had the reskinned hazardtrooper as the main model, but with the new phase II model, its literally holding it as if it were a blaster pistol
Teancum, KyleKatarn1995 and Omega like this -
I wasn't able to read most of those as YouTube wouldn't play it back in a high enough resolution. Why not just type it out?
ehh, i kinda felt like showing off footage of all the phases of the dark troopers, so heres what i typed in the vid:
the phase I can be improved by adding a new class for it that makes blaster bolts deflect off of it, but do partial damage to it as well, and have it not do so much damage that it allows me to be killed in 2 hits
the phase II can be improved by adding rocket trooper animations onto it and having more accuracy
the phase III can be improved the same as the phase II, but with some more attacks
the mortar should have its own ammo instead of me having to bind its ammo type to detpack
i replaced the weapon pickup sound to that of the unused ammo sound in the df game files as it sounded more realistic to that of an actual weapon pickup noise
i gave the phase III 2500 health so you could use the big guns on it
i also replaced the phase I sounds with that of the higher pitched voices in the files(there were wavs in it that couldn't be played by windows media player, so i used online-audio-converter.com to convert all of them to mp3 and get rid of the lower pitch voices)
phase I kills in 2 hits with full shields and health, melee also seems to affect shields, which i don't like since shields are supposed to only protect you from guns and not physical attacks
Teancum likes this -
i'd just read the forum post, i'd want the models in the source for a good purpose
TheWhitePhoenix likes this -
i'd really like some of the models in the source files, they might as well be used in the mots mod
TheWhitePhoenix likes this -
https://www.youtube.com/watch?v=W5YfOxSDSM8
and i remember the phase I did 20 damage in the original instead of like 80
McGroose, KyleKatarn1995, TheWhitePhoenix and 2 others like this -
alright, but i've got one question, why not release the df2 mod source files? i know ramikad did upload some screenshots somewhere in the inactive df2 mod sub-forum, and one of them showed a model of one of the enemies in df2, reused in mots, i remember it was a droid
Teancum likes this -
the df2 mod team consisted of @@minilogoguy18, @@DT85, @@Ramikad, i think @@hhunter6, and maybe someone else, they've stopped work on it until they could get a team ready to work on it
TheWhitePhoenix likes this -
Cool! What's new?
well a bunch of new weapon fx, some fixed npcs, your new altyr5 map, an extremely wip dromund kaas map(level 11) that i'd like you to finish, since i'm not that god a mapper, new character sounds that are taken straight from mots,, converted, and renamed to work with ja, like new mp vader sounds, haps bespin luke, haps darth vader with fixed shaders by @@Jeff, new sith-statue npc, resembles jerec from df2, would be cool if @@katanamaru made custom animations for it, new kappa_throne map, and i think thats it
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alright here's my build of the mots mod: https://www.mediafire.com/?l9q51moiuc7sq5n
to access the maps, type in
for the altyr5 map: map altyr5
for the asteroid crust map: map asteroid_crust
for the kappa's throne map: map kappa_throne
for the extremely wip dromund kaas swamp map that i'll probably never finish: map darkswamp
for the mara shrike map: map marashrike
Teancum, TheWhitePhoenix, PierceDoughty and 1 other like this -
Hm, maybe it's this model of Mara Jade's Hilt you're referring to right?
yeah, its included as a new hilt named saber_mara in the mara jade model pk3: http://mrwonko.de/jk3files/Jedi%20Academy/Models/Star%20Wars/25065/
PierceDoughty and KyleKatarn1995 like this -
KyleKatarn1995, Omega and GPChannel like this
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I hadn't planned on the overcharge powerup. The revive is easy since it can be attached to an Icarus script. Touch-->Set player health to 100, sheilds to 100 (200 on easy), and done.
the overcharge was in the first level in the original game, it was in the secret area behind the giant wall that could be brought down with a switch, contained in a room where you first saw the interrogator droids(which you should modify their class to be able to shoot), there was also super shields, which made your health and shields on your hud(along with their numbers) yellow and gave you unlimited shields for a limited amount of time
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the revive has a different look in df, and the df mod team actually made a revive powerup model that looked like the original game's version
also, i'm not sure how you'd use scripting to make weapons fire faster with the faster firing powerup, as it seems the only way to change weapon firing speed is by modifying weapons.dat, unless you code it in to actually override the weapons.dat when you pick it up
Mysteries of the Sith Mod
in Mod Requests & Suggestions
Posted
i kinda also wanna know why, the source didn't have much in it other than .max files, .psds(which are textures i managed to convert with gimp), .map files(which are actually useful), menu textures(buttons and some of the menu art are enhanced), the full cantina music track, some of the df2 enhanced textures(including the hud, but that looks like it hasn't even been finished), and the video, which looks like its only the very intro cutscene, with the text crawl and jerecs ship