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swegmaster

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Everything posted by swegmaster

  1. @@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
  2. 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
  3. 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
  4. could someone help me convert these icons to hd? http://imgur.com/a/3TqFw
  5. 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
  6. 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
  7. i'd just read the forum post, i'd want the models in the source for a good purpose
  8. i'd really like some of the models in the source files, they might as well be used in the mots mod
  9. https://www.youtube.com/watch?v=W5YfOxSDSM8 and i remember the phase I did 20 damage in the original instead of like 80
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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/
  15. @@Jeff, you should do this to get it out of the way:
  16. 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
  17. i was the one who uploaded it, i'm guessing darth_linux did the update, and the bryar pistol model seems to be the same one used in the 6 level demo, just with a different texture
  18. looks hella awesome dude , you releasing it today?
  19. the revive has a different look in df, and the df mod team actually made a revive powerup model that looked like the original game's version also, i'm not sure how you'd use scripting to make weapons fire faster with the faster firing powerup, as it seems the only way to change weapon firing speed is by modifying weapons.dat, unless you code it in to actually override the weapons.dat when you pick it up
  20. also in jke for df2, the ears on gorc and pic actually move, which is pretty cool, i don't even think ja could do this
  21. some high-quality pics of gorc and pic i took, with a front, right, back, and left:
  22. i'd say add the hilt seen on the mots cd, whcih i've already included:
  23. its possible for ja models to be ported to df2, but i'm not sure about the other way around
  24. i'm actually not sure why @@Jeff chose me to give the phase II to, when he could've sent it to @@Teancum or someone else, i mean i did request haps vader model to be patched up and all, but why me to pm the model to? i guess i might be special
  25. the phase 2 was kinda ported from empire at war/forces of corruption and reskinned to be darker
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