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Everything posted by swegmaster
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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
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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
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actually, i just tried that, i selected the z-fighting caulk and concrete texture, then used csg subtract, but there was still z-fighting
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Yes
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Use any text editor of your choice.
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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.
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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?
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
well really, all the maps made by the team are stunning, including this more-than-a-simple-f*ckin-landing-pad-impcity -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
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? -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
oh come on, your version of level 8 isn't that bad, in fact, i liked the zuckuss/4-lom boss fight -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
what kind of useful stuff? i know about the maps, but did they come with any new textures, shaders, models, any of that? -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
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 -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
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 -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
if you do end up stopping the mod, do you intend to release any source files so that someone else can continue? -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
heres some screenshots of what the original team made for the outside of ramsees hed: -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
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& -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
just to be sure, when you make the maps @@Teancum, will you implement difficulty settings into them? like hard=more enemies, and easy=less enemies and could you also make the stormtroopers active like in jo? i remember if you were escaping the stormies and there was an imp. officer of any kind around, it would actually command the stormies to find you -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
maybe not nessecary, but it would be an enhancement, part of the reason i'd like rocket trooper anims on the phase 2 is because i don't want it to look like its firing a blaster pistol when holding a repeater: and who wouldn't want to see a phase 2 posed like this: -
any new progress?
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
the above screenshot with the jo stormie, text in the console, but replace the last part(53 != 236) with (0 != 40), what i did was i modified the model.glm with hxd hex editor, and changed its anim path from models/players/_humanoid/_humanoid to models/players/rockettrooper/rockettrooper, as the rockettrooper anim gla is located there -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
did that, same error as screenshot above, but says at the end: 0! =40