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Everything posted by swegmaster
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i'm also not sharing anything, i just wanted to see what was inside
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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
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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
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
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? -
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
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its called the lightclub because of its size, made for big creatures like gorc
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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
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
i meant as a menu option, not based on who you select, unless you're saying thats not possible -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
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 -
@@Psyk0Sith, how did you recreate that texture, i'd like an example so that i could possibly convert the rest of the textures from the unfinished mots mod
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
another recommendation, with the kyle customization, make it so that you can also swap the soundsets as well, like switch between df kyle, df2 kyle, and jo kyle sounds -
alright, i've worked on 2 different soundpacks for @@AshuraDX's clone trooper pack, i've worked with @@Seven on it, and so far we have 3 soundpacks ready for the model, but before release one more soundpack needs to be made, i gave ashura a new pk3 containing all the soundpacks in a pm called clone sounds
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could someone help me convert these icons to hd? http://imgur.com/a/3TqFw
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
and i did say in the video that i couldn't wait for the map optimizations thats when you had the reskinned hazardtrooper as the main model, but with the new phase II model, its literally holding it as if it were a blaster pistol -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
ehh, i kinda felt like showing off footage of all the phases of the dark troopers, so heres what i typed in the vid: the phase I can be improved by adding a new class for it that makes blaster bolts deflect off of it, but do partial damage to it as well, and have it not do so much damage that it allows me to be killed in 2 hits the phase II can be improved by adding rocket trooper animations onto it and having more accuracy the phase III can be improved the same as the phase II, but with some more attacks the mortar should have its own ammo instead of me having to bind its ammo type to detpack i replaced the weapon pickup sound to that of the unused ammo sound in the df game files as it sounded more realistic to that of an actual weapon pickup noise i gave the phase III 2500 health so you could use the big guns on it i also replaced the phase I sounds with that of the higher pitched voices in the files(there were wavs in it that couldn't be played by windows media player, so i used online-audio-converter.com to convert all of them to mp3 and get rid of the lower pitch voices) phase I kills in 2 hits with full shields and health, melee also seems to affect shields, which i don't like since shields are supposed to only protect you from guns and not physical attacks -
i'd just read the forum post, i'd want the models in the source for a good purpose
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i'd really like some of the models in the source files, they might as well be used in the mots mod
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
https://www.youtube.com/watch?v=W5YfOxSDSM8 and i remember the phase I did 20 damage in the original instead of like 80 -
alright, but i've got one question, why not release the df2 mod source files? i know ramikad did upload some screenshots somewhere in the inactive df2 mod sub-forum, and one of them showed a model of one of the enemies in df2, reused in mots, i remember it was a droid
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the df2 mod team consisted of @@minilogoguy18, @@DT85, @@Ramikad, i think @@hhunter6, and maybe someone else, they've stopped work on it until they could get a team ready to work on it
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well a bunch of new weapon fx, some fixed npcs, your new altyr5 map, an extremely wip dromund kaas map(level 11) that i'd like you to finish, since i'm not that god a mapper, new character sounds that are taken straight from mots,, converted, and renamed to work with ja, like new mp vader sounds, haps bespin luke, haps darth vader with fixed shaders by @@Jeff, new sith-statue npc, resembles jerec from df2, would be cool if @@katanamaru made custom animations for it, new kappa_throne map, and i think thats it
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alright here's my build of the mots mod: https://www.mediafire.com/?l9q51moiuc7sq5n to access the maps, type in for the altyr5 map: map altyr5 for the asteroid crust map: map asteroid_crust for the kappa's throne map: map kappa_throne for the extremely wip dromund kaas swamp map that i'll probably never finish: map darkswamp for the mara shrike map: map marashrike
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yeah, its included as a new hilt named saber_mara in the mara jade model pk3: http://mrwonko.de/jk3files/Jedi%20Academy/Models/Star%20Wars/25065/
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
@@Jeff, you should do this to get it out of the way: -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
the overcharge was in the first level in the original game, it was in the secret area behind the giant wall that could be brought down with a switch, contained in a room where you first saw the interrogator droids(which you should modify their class to be able to shoot), there was also super shields, which made your health and shields on your hud(along with their numbers) yellow and gave you unlimited shields for a limited amount of time