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Everything posted by swegmaster
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well, there is an ABSOLUTELY AMAZING TOTAL CONVERSION for jedi outcast, its called dark origins, its a tc that lets you play as maul, and has a really great story, with actual new voicelines, have level 3 force powers at the start with a red dual-bladed maul saber(which uses one blade due to having only single-blade), kill mandalorians, serve darth sidious, destroy darth athea, all of that in one mod that you can get right here: http://mrwonko.de/jk3files/Jedi%20Outcast/Mods/Total%20Conversion/34482/
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The Force Awakens Conversion Mod for SP
swegmaster replied to GPChannel's topic in WIPs, Teasers & Releases
um, there is no skin file, just a model.glm and textures/tgas -
Movie Duels 2: Jedi Academy Enhanced Support trouble
swegmaster posted a topic in Modding Assistance
i'm trying to make movie duels 2 have jedi academy enhanced support, but i'm having trouble getting the menus to work! like i can use new game, but i can't use controls, settings, or even exit on the main menu. so could someone help me with the menus? all i did was modify some of the menus, and menus.txt, which the txt is whats causing the problem. i have it laid out like this: // menu defs// {loadMenu { "ui/main.menu" }loadMenu { "ui/main2.menu" }loadMenu { "ui/saber.menu" }loadMenu { "ui/saber_custom.menu" }loadMenu { "ui/saber_custom2.menu" }loadMenu { "ui/saber_rgb.menu" }loadMenu { "ui/saber_rgb2.menu"loadMenu { "ui/character.menu" }loadMenu { "ui/character_rgb.menu"}} loadMenu { "ui/episode.menu" }loadMenu { "ui/episode1.menu" }loadMenu { "ui/episode2.menu" }loadMenu { "ui/episode3.menu" }loadMenu { "ui/rote.menu" } //Episode I loadMenu { "ui/sn.menu" }loadMenu { "ui/sn_jedi.menu" }loadMenu { "ui/sn_sith.menu" } loadMenu { "ui/oot.menu" }loadMenu { "ui/oot_sith.menu" }loadMenu { "ui/oot_jedi.menu" } loadMenu { "ui/dotf.menu" }loadMenu { "ui/dotf_jedi.menu" }loadMenu { "ui/dotf_sith.menu" } //Episode II loadMenu { "ui/ejf.menu" }loadMenu { "ui/ejf_jedi.menu" }loadMenu { "ui/ejf_sith.menu" } loadMenu { "ui/tc.menu" }loadMenu { "ui/tc_jedi.menu" }loadMenu { "ui/tc_sith.menu" } loadMenu { "ui/ga.menu" }loadMenu { "ui/ga_jedi.menu" }loadMenu { "ui/ga_sith.menu" } loadMenu { "ui/gb.menu" }loadMenu { "ui/gb_jedi.menu" }loadMenu { "ui/gb_sith.menu" } loadMenu { "ui/gh.menu" }loadMenu { "ui/gh_jedi.menu" }loadMenu { "ui/gh_sith.menu" } //Episode III loadMenu { "ui/roc.menu" }loadMenu { "ui/roc_sith.menu" }loadMenu { "ui/roc_jedi.menu" } loadMenu { "ui/egg.menu" }loadMenu { "ui/egg_jedi.menu" }loadMenu { "ui/egg_sith.menu" } loadMenu { "ui/po.menu" }loadMenu { "ui/po_jedi.menu" }loadMenu { "ui/po_sith.menu" } loadMenu { "ui/jt.menu" }loadMenu { "ui/jt_sith.menu" } loadMenu { "ui/rt.menu" }loadMenu { "ui/rt_jedi.menu" }loadMenu { "ui/rt_sith.menu" } loadMenu { "ui/am.menu" }loadMenu { "ui/am_jedi.menu" }loadMenu { "ui/am_sith.menu" } loadMenu { "ui/mus.menu" }loadMenu { "ui/mus_jedi.menu" }loadMenu { "ui/mus_sith.menu" } loadMenu { "ui/mof.menu" }loadMenu { "ui/mof_jedi.menu" }loadMenu { "ui/mof_sith.menu" } //ROTE loadMenu { "ui/luke.menu" }loadMenu { "ui/luke_sith.menu" }loadMenu { "ui/luke_jedi.menu" } loadMenu { "ui/vr.menu" }loadMenu { "ui/vr_sith.menu" }loadMenu { "ui/vr_jedi.menu" } loadMenu { "ui/tfu.menu" }loadMenu { "ui/tfu_sith.menu" }loadMenu { "ui/tfu_jedi.menu" } loadMenu { "ui/controls.menu" }loadMenu { "ui/setup.menu" }loadMenu { "ui/quit.menu" } loadMenu { "ui/error.menu" }loadMenu { "ui/vid_warning.menu" }loadMenu { "ui/videodriver.menu" } } -
The Force Awakens Conversion Mod for SP
swegmaster replied to GPChannel's topic in WIPs, Teasers & Releases
alright its been submitted, now i must wait for it to be approved -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
don't worry m8, i've already done a 3rd head just like yours, and since when could we borrow stuff from other games , i think the imperial arc cutter makes the most sense, because why not? the jeron fusion cutter is what i'd say is used by imperials, and the imp arc cutter is the only one with a bit of green -
The Force Awakens Conversion Mod for SP
swegmaster replied to GPChannel's topic in WIPs, Teasers & Releases
actually, i've already done a ep7 screen crawl mod like that, i haven't uploaded it yet, but i'll do it -
The Force Awakens Conversion Mod for SP
swegmaster replied to GPChannel's topic in WIPs, Teasers & Releases
just have someone make a version of this mod with jedi academy enhanced support -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
i know that, but the face on the 3rd head looks brighter -
The Force Awakens Conversion Mod for SP
swegmaster replied to GPChannel's topic in WIPs, Teasers & Releases
yeah, i want the new kylo ren model, i can't get it to work in vanilla ja, due to it having no default skin file , also, i've looked in the tfa visual dictionary, and i noticed the kylo ren blades had a bit of yellow between the white and red parts of the blade -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
now, @@Teancum, what face texture did you use for your 3rd head in the kyle customization video -
yeah, thats what i do when using my galen model's custom anims, use the normal anim version with g_char_model "<model name, not the npc name, the actual name of the model folder>", then do the others like g_char_skin_head, g_char_skin_torso, and g_char_skin_legs, which you put a name like head_a1 to use the custom anim version in sp while having non-f'd up anims in sp, set your main playermodel in the char menu to the normal anim version, then in-game, use playermodel galen_jedi_adv, or galen_jedi_adv_hooddown for the no hood version
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
so this has been renamed the official dark forces mod revival topic, thats amazing! can't wait to see how this gets finished, i'm also kinda working on remaking the kyle customization exactly as before -
i know why the issue is happening: the model is using its own custom anims, and it makes it not listen to the cutscene anims, which are the anims for the stuff jaden does during cutscenes, but since the model only listens to its custom anim file, it'll do random stuff like stand still during cutscenes, the only way to fix it is use the normal anim version, then use the playermodel command to switch to the custom anim model
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
remember, @, Teancum is hanging up from the mod for at least 1-2 weeks, give him some time -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
that seems a bit large, i was thinking i could be a beta tester/little bug fixer -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
alright, i'm actually making my own version of the backup with a few differences, like a modified items and weapons.dat, a new df concussion rifle wall impact(which is in the df disruptor fx folder), fixed npc sounds to not all of them be humanmerc1, added arc and executor music, and df2 jacketed kyle back in -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
aw, but was the bryar secondary fire lost as well? since that looks like it isn't back in, and the build is missing SSSID'S TANTIVE IV TEXTURES, AS WELL AS JKDF2 ONES, sorry if i seem to criticize your build and make it seem bad, but you could add some stuff back Edit: new models like 4lom, merc_dv, gamorrean, ponda_baba, and zuckuss are missing as well -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
um help, i've got missing textures on all the new maps that are wip, and the kyle customization is MISSING?!?! Edit: i've fixed the missing textures(they weren't included in the build pk3 download), but the kyle customization is completely missing -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
i'd say for the first screen, add a little bit more to the enviornment, as it looks a little dull, and make the area with all the phase 1 dark troopers more like a maintenance area, with a lot of pipes and stuff, as well as make it just a liiiiiitle more narrow instead of some open areas, and i'm guessing the geometry is either level 3 or 5 of jo :I -
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GUYS, I FIGURED OUT WHY, THE OUTFIT PACK ALSO HAS ADVENTURE ROBES THAT ARE NAMED THE SAME THING AS SEVENS MODEL, LIKE INSIDE THE MODEL PK3 THE MODEL IS NAMED GALEN_ADV_ROBE, WELL THE STARKILLER OUTFIT PACK HAS ONE NAMED THE SAME THING, AND THEY CONFLICT WITH EACH OTHER, sorry for the caps, i felt it was important
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