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swegmaster

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Everything posted by swegmaster

  1. well, it seems with the mots force power icons, i noticed some of them looked different other than being recolored, like with lightning(chain lightning in mots), it has a different appearence from the df2 version and not just recolored, and destruction and deadly sight are as well
  2. here's the mots force power icons: http://www.mediafire.com/download/6htjjj82vol33sn/motsforce.zip
  3. mots and df2 force power icons are kinda the same, but with different colors, and more icons in mots, you'll see what i mean
  4. that looks amazing! you do some excellent work with textures m8 , do you think you could recreate the mots force power icons as well?
  5. um, the cartoon pack is available on jkhub as well : https://jkhub.org/files/file/504-clone-wars-cartoon-player-models-pack/
  6. the links don't seem to work, it just links me back to my own dropbox file manager
  7. that has been implemented in ja enhanced as "trueview", a third-person camera inside a players head, i know someone actually managed to get some first-person lightsaber working in ja, but i don't remember who
  8. I was wondering if someone could convert all of these force power icons to higher-res versions of themselves? http://www.mediafire.com/download/zr6ss6law0gn6qc/forceicons.zip
  9. the model looks amazing , so do the animations, have any plans to release the anims soon, Xeby? or are they for personal use?
  10. oh relax, i'm not gonna report bugs, in fact, i might as well post some footage of the backup so that people can get an idea of what to expect
  11. wait wtf, he looks like the df2 in-game version of him
  12. alright new version with new selection icons: http://www.mediafire.com/download/rzkk3heaxs83job/impkyle_customization.pk3
  13. i'll do the icons for the torso and lower some other time, right now its getting late, i might do it tomorrow
  14. Relax a bit, you just need to make a new version of the NPC without force powers, then rename it to avoid sharing the same name as your other NPC, because when force powers are maxed out and you encounter the force selection screen again, you'll be softlocked.
  15. alright here it is, ready to be added, although i'm not quite sure about it considering its modified model.glm to have the skirt: http://www.mediafire.com/download/1vyvw362etzu2lb/impkyle_customization.pk3 don't use it, new link below
  16. i'm also not sharing anything, i just wanted to see what was inside
  17. your post had appeared before i was even done typing, it was only after i reloaded the page that i saw your response was before mine, also, if you want modeling help, ask @@Jeff, he's actually a cool modeler who does things pretty accurately
  18. 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
  19. 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?
  20. 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
  21. its called the lightclub because of its size, made for big creatures like gorc
  22. 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
  23. i meant as a menu option, not based on who you select, unless you're saying thats not possible
  24. 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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