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IFailedEnglish

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  • Gender
    Male
  • Modding Interests
    Modeler
    Shaders
    Texture Artist
    General Modding
  • Gaming Specialty
    Dueling
    Moviebattles 2
    FFA
    TFFA
    Singleplayer
  • Operating System
    Windows 10

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    englishfailingvirtuoso
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    IFailedEnglish

IFailedEnglish's Achievements

  1. Oh, it was just me misunderstanding how some parameters in the effects work. I somehow hadn't figured out that the two variables you can assign for any given parameter (life, velocity, acceleration, etc.) defined a range of variables chosen at random instead of choosing between only the two you gave it, like I convinced myself it did, somehow. Basically, just me not thinking things through, and being completely new to this. After that it was just a matter of screwing around with velocity and acceleration until I got the effect I wanted. Thanks!
  2. So I haven't done much effects modding before, but I'm trying my hand at it now. My problem is I have no idea how to achieve a particular effect or if its even possible with JK's particle system. Namely, I'm trying to create a particle that moves in one direction and then quickly changes trajectory about half way through. Like the embers that trail off of a bonfire, for example. I'm trying to get an effect similar to those sorts of wavering motions. Is something like that possible? Like I said I'm very new to effects modding, so sorry if this is a dumb question. Also, is there any sort of resource out there that goes into detail on each function in the .efx files? I couldn't find anything like that, and I think it could be useful right now. Thanks for reading, at any rate! Edit: ...Aaand I just figured out how to do what I wanted to, never mind. Sorry about that!
  3. Thanks for the help, guys. I had a feeling it was something simple like that, but I didn't want to go messing around with things I know nothing about until I got some confirmation. Again, thanks!
  4. As far as I know, you can only set damageScale in a .sab file to blades 1 and 2 with damageScale and damageScale2, respectively. Since the main blade is probably blade 1, I would think you could use bladeStyle2Start followed by damageScale 0 to set the crossguard blades to no damage, but I've personally never gotten bladeStyle2Start to do anything. I might be doing something wrong, though. The only other way I can think to get around this is to change the saber flags in the model so that the crossguard blades are blades 1 and 2, with the main blade being blade 3, and then specifying damageScale 0 and damageScale2 0 in the .sab file EDIT: actually, never mind, that would just make the saber do no damage.
  5. I'm having an odd crash that I've never seen before related to some custom textures. I replaced the lightsaber effects with my own textures created in GIMP. When I install them the game crashes and the console gives me an error saying "Requested feature was omitted at compile time". I have them at double the resolution of the original, but that's never been an issue when I've done this before, so I don't think that's the problem. This only happens in vanilla JK and not OpenJK, but I still would like to resolve this issue because this also happens with a mod I recently released and I didn't find out until it was already out there. Happens in both SP and MP. I've never had this happen before, using the same tools I always have, and I really don't know why it would be happening. Any thoughts?
  6. Version 1.1

    1,702 downloads

    This is my attempt at recreating the unstable effect seen on Kylo Ren's lightsaber in episode VII. This will give red lightsabers in the game a blade that shimmers and wavers like Kylo's in the movie, complete with lightning that crackles along the length of the blade. Don't use in singleplayer if you don't want every dark jedi you meet to have somehow found a cracked kyber crystal for themselves.
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