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Everything posted by swegmaster
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yeah, i was being smart when choosing my sounds, i can edit some of mine, like edit my non-ghost obi's anger1 to be " I should have known" instead of having the "the emperor would replace vader"
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i know, but your soundpack has kinda fewer lines than mine
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i'm gonna modify my ben kenobi soundpack now to make a little more sense
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
the explore to action track, like atr is action back into explore -
i found a r2d2 model, not from tfu, but tfu2, in a .dae format: http://tf3dm.com/download-page.php?url=r2d2-21038
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
it would be cool if you implemented the etr tracks via code into the game, like you know how when all enemies are clear, the music makes a transition from action to explore via atr, ex. secbase_atr00, well in the original df, it had that, but with a bonus: transition from explore to action, and ja does not have that, i remember reading a txt document in the df mod source files detailing how they tried to implement etr tracks without having to change the code by setting up the dms.dat to be like this example: { secbase_explore { entry { marker0 0.00 marker1 34.65 } exit { nextfile secbase_etr00 nextmark marker1 time00 11.79 time01 18.94 time02 28.79 time03 34.65 time04 45.04 time05 56.00 time06 64.17 time07 85.54 time08 105.41 time09 134.65 } } secbase_action { entry { marker0 0.00 marker1 37.91 } exit { nextfile secbase_atr00 nextmark marker1 time00 5.29 time01 8.74 time02 20.02 time03 37.91 time04 51.95 time05 73.15 time06 82.52 time07 85.93 time08 93.72 } } the way they tried to make it work is trick the game into thinking it was exiting the action music, when it was really exiting the explore music, it then goes right to the action, then does the action to explore transition, then explore again, but it didn't work, as action music still goes instantly instead of getting a transition -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
some desktop wallpaper backgrounds of the mod: -
the model looks amazing, wonder if it will be continued and released in the files section
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looks cool, would be interesting if @@Jeff could port him over to ja in his never-ever-ever-ever-ever-ever-ever-ever-ever-ever-ever-ending wips
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relax, @@GPChannel, as he said, he's working on it when he can, news will get posted when something important has happened
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yes, haps did have quite the good models, including a darth vader one, which i presume was wip and being made for the df mod: and btw i got the model from the mots mod source files, fully rigged, but without a shader to fix the inside of his cape being invisible, however @@Jeff made a shader to fix that
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oops, forgot to post the link: http://online-audio-converter.com/
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try this website: i had a bit of trouble converting music with it, but sounds are fine, a list of steps on how to convert sounds with it: 1. click on advanced settings, then set channels to 1 2. click on open files, then select the files you want to convert 3. click on convert, then when its done, download it
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i checked it, maybe its because the sounds.cfg and npc have sounds binded to JediTempleGuard, when the sound folder is named jeditempleguard, case-sensitivity i guess, so presumably changing the name in sounds.cfg and the npc file to jeditempleguard should fix it, either that or the sounds weren't converted to be used in ja
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Dark Forces 2 Force Power Icon conversion to hd
swegmaster replied to swegmaster's topic in Mod Requests & Suggestions
oh yeah, i've just remembered, @@GPChannel could you also try your luck with the df2 inventory icons? i'll post a link to them soon, and any new progress on the force icons? -
the mod was really made for the pc version of ja, the new exe file is required to play the mod, or else it will not work, i'm sorry
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dat face
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hmph, after about 7 years a new post was added to the very original df2 mod tc site with nothing in it so far
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for a raw conversion, the geometry wasn't too bad, i just now modified the asteroid_crust map to fix these things: - map leaks(in a secret area with lava near it, and a corner in the area with the added crashed tie fighter) - invisible imp shuttle(no map object was placed) - invisible st transport from the dfmod(was intended to be put in the area with the crashed tie, marked by the odd red physics clip kinda shaped like it) - added disruptor in little room with the blastable switch to get in(would be the blaster scope in mots) i'm currently compiling it at the time of writing
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holy sh*t, the changing face on him looks freaky but cool, no other ja model did something like this with a face