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Everything posted by AuriusPheonix
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Version Alpha
406 downloads
A reskin of the Clone Trooper Phase II armor in the style of a Mandalorian Crusader, an ancient armor variant used before the Jedi Civil War. Special thanks to Mars Marshall, NeoMarz1 and Langerd for the awesome models, without which you would not have this armor. I plan on making a customizable version soon, with more variants. -
Hello gents! I am currently working on a small project that will bring the characters of my book into Jedi Academy. I have a few models/skins (At your discretion) that need making and would love any help that can be provided. I myself am using a toaster for a computer, so decent modeling/texturing isn't possible unfortunately. Requests: Aurius (The one on the far left.) Griffon and the Defenders Griff's hair is light brown, he has hazel eyes. Jesska has purple eyes and jet black hair. Exus (The one at the top of the last picture) has brown hair and blue eyes. Here is Aurius' Face, below. Both him with and without his beard. Amber eyes, black hair, fair skin. The scar on his eye is red. That is all the concept art I have. Thanks to anyone wishing to help.
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Jedi Knight Galaxies officially closed
AuriusPheonix replied to Petzi's topic in JKGalaxies General Discussion
Would anyone be interested in reviving this mod? I've played around with its source code, because of its similarities to a mod I wanted to create, And this could very well be revived with some help from former founding members. -
Starting even from the simple E-11 to the distruptor, i've found that not being able to aim kind of ruins immersion a little. I'm currently working on a project (No, I'm not allowed to reveal it yet) that would make use of an ADS script for normal weapons. This is what I have so far, this is line 1912 in cg_weapons.c // play a sound if (altFire) { // play a sound for ( c = 0 ; c < 4 ; c++ ) { if ( !weap->altFlashSound[c] ) { break; } } if ( c > 0 ) { c = rand() % c; if ( weap->altFlashSound[c] ) { trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->altFlashSound[c] ); } } } Also prepositions from bg_pmove.c, line 6222;if ( pm->ps->weaponstate == WEAPON_CHARGING ) { // weapon has a charge, so let us do an attack #ifdef _DEBUG Com_Printf("Firing. Charge time=%d\n", pm->cmd.serverTime - pm->ps->weaponChargeTime); #endif // dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now pm->cmd.buttons |= BUTTON_ATTACK; pm->ps->eFlags |= EF_FIRING; } else if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT ) { // weapon has a charge, so let us do an alt-attack #ifdef _DEBUG Com_Printf("Firing. Charge time=%d\n", pm->cmd.serverTime - pm->ps->weaponChargeTime); #endif // dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now pm->cmd.buttons |= BUTTON_ALT_ATTACK; pm->ps->eFlags |= (EF_FIRING|EF_ALT_FIRING); } This one is basically from charged weapon section. Sniper rifle belongs to this section. Lastly, line 7659; if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) { //if ( pm->ps->weapon == WP_BRYAR_PISTOL && pm->gametype != GT_SIEGE ) if (0) { //kind of a hack for now PM_AddEvent( EV_FIRE_WEAPON ); addTime = weaponData[pm->ps->weapon].fireTime; } else if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode != 1) { PM_AddEvent( EV_FIRE_WEAPON ); addTime = weaponData[pm->ps->weapon].fireTime; } else if (pm->ps->weapon == WP_BLASTER && pm->ps->zoomMode != 1) { PM_AddEvent( EV_FIRE_WEAPON ); addTime = weaponData[pm->ps->weapon].fireTime; } Any ideas/Feedback? I already have 2d models to attach to the ADS in place of the sniper scope.
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Custom animations or emotes for SP?
AuriusPheonix replied to AuriusPheonix's topic in Coding and Scripts
Well, gentlemen. I'm hoping that I can get to the bottom of this and make such a mod. I know it would be greatly useful for RP and the like. Would anyone be willing to help me code this? Im mainly a texture artist, not much more. And this sounds like a heap of trouble to make it compatible with both SP and MP -
Custom animations or emotes for SP?
AuriusPheonix replied to AuriusPheonix's topic in Coding and Scripts
I mean a bound button to the various animations located in the animevent.cfg file. For instance when Kyle moves his lips, or where Jaden is leaning against the wall, to something as basic as having the character shrug. I have no idea how to go about binding these keys. I would assume it would require the basic bind "Insert Key Here" both_wall_run_flip (#=21,30 FPS) or something like that. -
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Hey! I noticed that JA+ and other mods there are various available emotes. I also noticed this ingame as well, there are many unused animations that would be greatly beneficial to a series of fan Anthology videos I'm making. I currently have no idea how I would go about this, but perhaps one of you know. Any help would be greatly appreciated.
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