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swegmaster

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Everything posted by swegmaster

  1. 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
  2. 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?
  3. 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
  4. hmph, after about 7 years a new post was added to the very original df2 mod tc site with nothing in it so far
  5. 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
  6. whats so wrong with blender? its actually a pretty decent modeler, especially for ports
  7. holy sh*t, the changing face on him looks freaky but cool, no other ja model did something like this with a face
  8. i see you're making kento marek, awesome, but i have been making a kento soundpack as well, and i had trouble because in the original game, sadly he had only spoke like 3 lines, the rest is pain sounds, the only way to finish the soundpack would be to take sounds from ja and modify them via audacity to sound like kento
  9. tried it on a z-fighting caulk(all the z-fighting textures are caulks), but no matter what, every one of them still z-fight, even when i try the csg subtract, i can send you my .map if you'd like to take a look at it
  10. actually, i just tried that, i selected the z-fighting caulk and concrete texture, then used csg subtract, but there was still z-fighting
  11. Use any text editor of your choice.
  12. It's because the sounds.cfg inside the model folder is linked to hs_kenobi_rots when that's non-existent, it should be linked to benkenobi instead, you can open up the sounds.cfg with any text editor and replace "hs_kenobi_rots" with "benkenobi" without quotation marks.
  13. hello, i'm trying to give the mots darkswamp map found in the mots mod source files textures and other things to make the level look just like mots, but i need help with one thing: is there any way to fix caulks trying to show inside other textures?
  14. well really, all the maps made by the team are stunning, including this more-than-a-simple-f*ckin-landing-pad-impcity
  15. don't worry, i found screenshots of it from the web link above , i'm just wondering this: if he finds it and sends it to you, will it come packed with the other df recreated textures for it, like the doors, tantive IV lookalike hallway textures that look something like this? and an end that looks like this?
  16. oh come on, your version of level 8 isn't that bad, in fact, i liked the zuckuss/4-lom boss fight
  17. what kind of useful stuff? i know about the maps, but did they come with any new textures, shaders, models, any of that?
  18. now, just wondering if someone could contact or email Darth_Linux and ask if he had some of the files not included in the 6-level demo, like maps, textures, models, sounds, shaders, all of that, and if he doesn't have it, ask if any of the other members has them, the link to the original site is here: http://web.archive.org/web/20110905081533/http://darkforces.jediknight.net/index2.shtml
  19. well really, coding and mapping are the main things needed to be done, the modeling/skinning are minor, i've just started to learn how to use gtk radiant, so i could probably help with mapping, if you'd like you can pm me the source, and i'll take a look at the maps
  20. if you do end up stopping the mod, do you intend to release any source files so that someone else can continue?
  21. heres some screenshots of what the original team made for the outside of ramsees hed:
  22. another video of me messing around with the mod, includes showcase of new kyle sounds binded to keys, because no kyle cust. menus available yet, the zuckuss and 4lom boss fight, and rockettroopers and darktroopers moving to locations of where they heard blaster shots hit: https://www.youtube.com/watch?v=HDX1yi9ZlFg&
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