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Darth Sion

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Posts posted by Darth Sion

  1.  

    Hey pals! Maybe you know the answer  :P

     

    How can i use the head mod from JK:E (you know when you can add heads from another model)

    I noticed that if i just simply use the pk3 files they aren't work...but if i use the JK:E launcher exe,it is works perfectly

     

    So maybe can someone help to do an exe file what is launch OpenJK---The Force Awakens Conversion Mod---and this head mod at the same time?

    Highly appritiate if someone can help me  :) I would be sooo happy  :D :3

     

    Think there's a tutorial for that, in the Tutorials section.

  2. I'm gonna post this in here, first of all.. Before making a request thread on the forum, itself. But would anyone be willing (or interested) in converting the 'Movie Duels II' mod (NOT to be confused with 'Movie Battles II' mod), but converting 'Movie Duels II', so that it runs on the OpenJK engine, so you can get the SFX Sabers effect in there? As the mod currently doesn't have it and it's the only thing that's really missing from it, to "finish/polish" it off.

    This is the mod I'm talking about;
    http://www.moddb.com/mods/star-wars-movie-duels

    It's just the SFX Sabers effect that needs adding to it. All the other content and such is already in place, obviously. If anyone wants to take it up or is interested in doing so, that'd be great.

  3. and there was an arena in the map, if i'm not mistaken...

    Maybe if u want to continue the map,Racto capture Jaden in the arena and Jaden must kill some bounty hunter and some Monster like:

    https://jkhub.org/files/file/2043-nexu/

    https://jkhub.org/files/file/2071-reek/

     

    When you fight with the reek,we should use a little spoiler from SW: Episode 2

    If it is possible,we should do that Jaden can stop the Reek with mind trick (like Anakin did in ep2)

    and after the fight the Reek destroy a door before it dies aaaaand Jaden can continue his mission on that way :)

     

    (hope u can understand,i'm not an English master :P )

    Well, let's not get too ahead of ourselves, here. @@Cerez, can you comment?

    @@Asgarath83, can you message @@GPChannel the way-pointed map, with everything you've done.. At least GPChannel can then get some idea of what's already in place.

     

    We want to keep this a realistic and an authentic experience to the timeline, also. So don't want to be pushing anything, too far. The base game mission itself was actually ok, but the whole map was nothing like the Coruscant, we know of today. And Coruscant is one of my top 3 favourite STAR WARS planets.. Hence the reason for using this map as it's foundation.. And not to mention, it's the best one currently available on the site. We don't necessarily want to throw any extra characters in there, for more than we need to. As it'd divert from Jaden's story and play-through. So anything that keeps in with the original mission, but expands on it, to give it a bit more "depth". We were thinking of using Psyk0Sith's 'Jedi Hunter Droid' as replacement models for the Assassin Droids in the mission, but didn't fully commit to the idea. But yeah, I think there is an arena in the map.

    GPChannel likes this
  4. Well, I've not heard from @@Cerez for some time, so I'm not entirely sure what the situation is with her. However, currently we only have myself and her working on the project, as @@Asgarath83 laid down the ground work for the mod, by doing all the placement marks and such, to replicate the "t2_rogue" mission on the map. So, basically, we'd need to get our version finished.. So that it basically just replaces the base game Coruscant with this mod (Of course, you could use it for yours, too and make any further adjustments on your own mod, to fit it in with your Force Awakens Conversion mod). The actual map we are using is this one;

    https://jkhub.org/files/file/162-sjc-coruscant-adventures-pack-night-and-day/

    If you wanna give it a download and have a look at it. You just need to change the name of the "2010_16.bsp" or "2010_16a.bsp" file in the .pk3, for the mod to "t2_rogue.bsp" and load up the level through the in-game console (I'm sure you know how to do that.. It's "map t2_rogue", if you don't). There's a Day and Dusk version in the .pk3, although I forget which version is which. But I've also done a brand NEW skybox (taken from the Day time version) and turned it into night-time, so it's done in the same way as the base game version, at night. So don't worry about the skybox for that. But it's worth having a look at the map layout and such, yourself and seeing what you think.

    But again, I'm not entirely sure what the current situation is with the mod, until @@Cerez gets back to me, on it. Whether in a message or through this topic thread. But the last I heard from her, she was looking at creating the bar scene that we've discussed here, through-out this thread. It's also worth having a read through and seeing what you make of it all. Baring in mind, our version is to replace the main, base game version but also add in our own ideas and such, to improve the overall quality and authenticity of the mission. But if you read through this thread, you'll find out exactly how we're trying to implement the mission and the ways we're changing it. But yes, having an extra person on-board to help and speed things up will be a big thing in helping us get the mod out and released sooner  :winkthumb:.

  5. I find it quite unbelievable how a better sword-fighting mechanic has not been created in any Star Wars game for all these years since Jedi Academy.

     

    The Clone Wars: Lightsaber Duels is crap, Kinect Star Wars is crap, and I heard even The Force Unleashed lacks in the lightsaber department.

    Lacks? That's putting it lightly.. It's nothing but a pure, arcade hack 'n' slash.

  6. I was actually going to post in a few days, but I guess nows a good time.

     

    I'm pretty much sick of modding JKA. There wasn't a whole lot of interest from other modders in the community and while a few did join to help, there just isn't enough people onboard to really get this done. So I'm bowing out of this project but if someone would like to take over, let me know and I'll hand over everything I have. What would be a better idea though is to make a DF2 MP mod instead.

    So by the logic then, I'm guessing that means you'll be leaving the MB2 Dev team.. Or at least, not doing any more mods for that, either?

     

    *Scratch this comment*

    Didn't realise the date it was originally posted and thought it was a post from today.

  7. It's the same assets and code.

     

    Also, to implement it is literally copy/paste, but people are too lazy to do even that, so...? (not talking about redsaurus, but the people harassing both of us about it...)

    I hope you're not including me in that brackets statement. But I think it's a case of actually finding the code, that's more or less the hard part about it. It's not that easy to attain.

  8. If not in the next "immediate" update, hopefully within the coming updates for JK:Enhanced.. (Most likely release being 2017) Myself, @@Cerez and @@Asgarath83 will be looking to incorporate a new version of Coruscant into the mod, that we know to be 't2_rogue' (Capture the Crime lord - Lannik Racto) from the base game. The full info about this mission and map improvement can be found here;

    https://jkhub.org/topic/7489-looking-for-a-custom-mission-creator-willing-to-pay-a-small-fee/

    If you'd like to participate and contribute anything towards the progress of mission, then head over to the above link and leave your input/feedback in the thread.

    Once this mod is fully complete and incorporated into JK:Enhanced, there are also plans to improve other base missions within the game, to bring them up to scratch and into the modern era. Although, nothing's set in concrete, as of yet.

    Smoo and Lancelot like this
  9. It'd be pretty redundant for Jaden to have a pistol instead of a lightsaber. The title crawl of the game states that Jaden created a lightsaber, without any formal Jedi training. But Rosh not having a weapon could be interesting. But I do agree with Jaden not having "Saber Throw" at the beginning of the game.

    This is how I picture Jaden, at the beginning of the game, on Yavin IV;

    Jaden_Korr_in_his_old_rebel_suit_22_ABY.
    Then he attains his Padawan robes, shortly after the "Initiation" inside the Yavin IV Temple (before the first mission). Same goes for Rosh's appearance, however.. His first appearance, I think could be a lot better. And then like Jaden, he attains his padawan robes, before the first mission. After the "Initiation" cut-scene.

  10. That's exactly what they've done. They refer to the EU as "Legends" which is basically the equivalent of "myth" - plus what Noodle said above, they're myths until they're stated as truth.

     

    I also agree with what eez said. I've read a decent portion of the EU growing up. Though there are some gold stories in there, there's some insane stuff that happens. No quality control was done, and everyone assumed if it was in writing, then it was canon. It was a mess.

     

    They're not saying "oh pretend the EU doesn't exist" - they're just saying that none of it is "official" until they say so.

     

    Also, stop blaming Disney for this decision. It was Lucasfilm's decision. They have a group dedicated to determining canon. Not Disney.

     

     

    -----------

     

    Anyway, I'm pumped for Rogue One. Tickets are up for sale! :)

    I got my ticket, last Thursday. Seeing it in 3D on the 15th Dec. Then going again on the 16th. Would've preferred them to have gone with the Kyle/Jan stealing the Death Star plans storyline than this unknown Jyn Erso plot. The whole Jedha thing should be interesting, though. Although I'm fully on the side of the Empire ("Destroy the Rebel scum!"), I can see Jyn and her band of Rebels not making it out alive.. Which is essentially the way it needs to go, considering where it ends and where 'A New Hope' starts. Hopefully, I wanna see Vader being the ruthless, sinister, evil walking badass of death, we've read and know him to be.. Although, somehow I don't think that's how it's gonna happen. It's supposed to be a "dark" film, how dark, though.. is unknown. But I think they kinda' need to do something to appease fan-fare.

  11. Ok, so thanks to @@MagSul for getting the textures done. I'll put the download link to the .zip file below, so that whoever's doing the code, can bind them together.

    (@@redsaurus, if you wanna take these and implement them with the code into the next update on JK Enhanced, as @@DT85 mentioned above, that'd be great)

    Download link:

    axanik likes this
  12. Just need to run that simple script on any level you want to have sith heads. You can add a run script in the base JKA scripts or just add the sith eyes set type to the affect player codeblock that's already present.

     

    I was just thinking, every head will now need a sith variant skin file or you'll get a missing skin error.

    Well, at this point in time.. I'm just bothered about the human heads. The Twi'lek and Zabrak heads can be done at a later date, if need be. But basically, what the idea is.. Is to finish the mission on Taspir III, with Jaden turning to the Dark Side (by killing both Rosh and Alora) and then as @@Circa mentioned, earlier in the thread.. To have Jaden's eyes become Sith eyes, when he lands on Korriban, to begin the next mission. Now, if it can be coded to show him having the Sith eyes, during the cutscene and then maybe return to normal as soon as the player is able to control the character. Or failing that, I'd even settle for him having the Sith eyes from the start of the cutscene, all the way through the Korriban level, until the next cutscene where he faces Tavion and Kyle. But it really wants setting, so that it doesn't require any extra input by the player and is changed by some sort of auto-trigger in the game.

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