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Everything posted by swegmaster
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the glows are also a bit different, can't tell if they're the ja color glows(ex. blue_glow2), or new ones, and the saber tips aren't as pointy as ep3 blades, the lightning effects will need to be completely remade
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
i know, just that phase 2 dark troopers would look better and cooler with the rocket trooper anims -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
i cannot do that unfortunately, yes it might be easy, but i don't have the time to do it, guessing @@Jeff or @@katanamaru could do it though -
Updated EULA Regarding Porting Content
swegmaster replied to eezstreet's topic in JKHub Feedback & Help
hint: files get deleted if they're 100% ported, if you modify it, ex. someone put a atton head on a male jaden body, it would be approved -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
the screenshot was sp -
Updated EULA Regarding Porting Content
swegmaster replied to eezstreet's topic in JKHub Feedback & Help
hold on, i swear on gamefront, there was ported kotor 2 models, and all 3 sith of what you mentioned are included as well -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
okay, i found out something: the hazardtrooper gets its animations not by getting hardcoded via class, but by a hazardtrooper.gla and animation.cfg in its model folder, so the phase II can get its animations by having its model.glm modified to use those animations EDIT: actually, the model.glm NEEDS to be modified in terms of bones, as i just did what i said above, but i got an error saying the model.glm's bones are different from the animations: -
actually, openjk is really a mod that fixes ja bugs and maybe do enhancements to some of the coding, like remove npc limits, which is already done, enhancements like additional weapons will never happen in openjk, jedi academy enhanced, however will do that
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i believe this is a request, i know serenity's evolution of combat III does this, where health and armor regen slowly, one by one
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
not sure if anyone knew this, but there was actually comics based on dark forces 1 and 2, also heres a sprite sheet for the phase I for custom animation reference: -
Could someone recreate the lightsaber blades and lightning effects to look exactly like these? original source here: http://www.moddb.com/mods/jedi-knight-dark-forces-2-duels
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
off-topic: i don't know what the latest build of openjk exactly did, but whatever it did, it boosted dynamic glow performance to a straight 30 frames -
i'm liking what i'm seeing
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clone trooper soundpack approved by @@AshuraDX, just updated the description of the file to fix some grammar errors, but now i must wait for approval again as when updating a file, it has to be approved again
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hold on, i just realized, "force jump" isn't even force jump, or at least thats what the game thinks, because i looked in the freakin datapad moves menu, looked in acrobatics, then clicked on force jump, and it showed something different, apparently the force jump where you move forward, let go of "w", then hold space is the real force jump, where moving then holding space is force flip
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The Force Awakens Conversion Mod for SP
swegmaster replied to GPChannel's topic in WIPs, Teasers & Releases
maybe you didn't convert it to .map completely? -
The Force Awakens Conversion Mod for SP
swegmaster replied to GPChannel's topic in WIPs, Teasers & Releases
looks awesome , although the buildings look like they're still nighttime -
do not worry, i credited you and ashura, its okay to upload due to the modified npc and sounds.cfg in it, i pm'd ashura and he said i could feel free to release it seperately, as he didn't know when he would get back to the clone model, and i pm'd eezstreet as well, making sure it was okay to upload, and he said it should be fine
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i've just submitted a ashura clone trooper soundpack addon to jkhub, awaiting approval or denial
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Version 1.1
469 downloads
Filesize: 9.09 MB Installation: Put the file in your Gamedata/base folder located in the game directory: For Retail: C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base For Steam: C:\Program Files\Steam\SteamApps\common\Jedi Academy\GameData\base MAKE SURE YOU HAVE ASHURADX'S CLONE TROOPER PACK, OR ELSE THIS WON'T WORK: https://jkhub.org/files/file/2865-ashuras-clone-trooper/ Description: This mod adds clone trooper sounds originally from Republic Commando to AshuraDX's Phase II Clone Trooper Pack. It modifys the npc, or npcs to use the sounds, and also gives them CLASS_REBORN instead of CLASS_STORMTROOPER so that they don't stand still. It also adds a sounds.cfg to the model so that it can use one of the soundpacks in mp. New npcs included, same as clone_adx, but use different sounds for each: clone_adx2 clone_adx3 clone_adx4 -
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
wait wtf, i just remembered, the roq cutscenes, the ones for the other levels haven't been done, ex with the robotics, you know how before starting the gromas mines level, a roq cutscene would shot the moldy crow flying to the gromas mines, well the robotics level had a cutscene similar in the original game that also started before the level, but the cutscene recreation was never done, or at least maybe not released