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Everything posted by MagSul
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I could see that making a good dueling spot! It seems about the right kind of size for a small scale bout.
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There are only minor references to "bryar" in MENUS.str, I included it only to add that extra thorough layer in overwriting the name. To the best of my knowledge, the only other mention of BRYAR_PISTOL specifically, is assets1.pk3 -> ext_data -> weapons.dat (open in Notepad) In there, you'll find: It occurs to me now that this may have been what you were after in the first place. My bad.
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Open assets0.pk3 -> strings -> English -> MENUS.str in notepad. Ctrl+F, enter "bryar" into the search criteria and alter each entry as necessary. Do the same again in "spingame.str", found in the same folder. Do the same again in "mp_ingame.str", found in the same folder. Hope that helps.
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(@@MoonDog) Here you go, sir! I shifted the selection so that you can see it better. Non-shifted version: (Centre circle selected) Full version: I started out by creating a cylinder, then lowered the grid size and simply cropped it a bit at a time to match it until I had a quarter of it done. After that, I decided just to duplicate it three times and flip/rotate it as necessary to complete the shape, deleting the cylinder afterward. This process was done twice to create the outer circle, and a second time for the larger one which fits in the centre of the whole thing. Each one was duplicated and stretched as necessary to get what I was after, with a quick brush slapped behind the smaller circles to close the gaps between those and the larger circles.
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Sabers in JK2/JA: Too short, or just right?
MagSul replied to Dusty's topic in Jedi Knight General Discussions
Speaking as someone who doesn't even use a double-bladed lightsaber, I actually prefer them with a length of 40 or so. I made some changes to an NPC wielding one but I was overruled and it was soon changed back to 32. -
Thanks for the feedback, folks! I really appreciate it. (@@OmegaSigma) There's a distinct lack of them, I've always felt. The same can be said for space stations, I think. As a role-player, it's a huge advantage to have something like this which you can modify as and when you need to. I've toyed with the idea of doing a wrecked/drifting through space version when I'm through with the initial build. We'll debate on that one when we're finished, as that's a little premature for now. I've had a few other ideas for this as well, but I'll try and avoid getting ahead of myself by making promises I can't possibly hope to keep. Meanwhile, I've had a quick tinker. I'm extremely unused to doing circular doors. It was easier when putting together the Hobbit hole map, because the textures worked well with curves. This time around, it's manual clipping. Here's the result: ::Insert Obama meme::
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So I'm back and a little bored...
MagSul replied to katanamaru's topic in General Modding Discussions
I wouldn't mind volunteering for that. Another one popped into my head just recently, too. I'm not an overall fan of the walking animation. To me, it looks a little stiff and unnatural. I'm finding it difficult putting it into words on how to improve upon it, but a tinker with that would be great to see. -
saber.menu is the correct file that determines whether sabers appear in the SP menu selection. Tap Control+F whilst having it open in Notepad, type "single_2", and it should take you to here: In MENUS.str (Strings -> English), you also need REFERENCE YOURSABERNAMEHERE NOTES "saber hilt name" LANG_ENGLISH "THE NAME OF YOUR SABER" Hope that helps. EDIT: So if you wanted to add say, Luke's saber to the menu, you'd have to add @MENUS_SINGLE_LUKE "single_luke" to the list in the spoiler, and then copy the second example in the MENUs.str file. Hope that's cleared it up. If it's still not making sense, there's always this fella's tutorial on the matter: Click me.
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So I'm back and a little bored...
MagSul replied to katanamaru's topic in General Modding Discussions
What I'd really like to see is a much better climbing animation. When you pull yourself up from a ledge grab at the moment, you do some sort of weird forward roll onto the ledge. Something more realistic would be pretty awesome. -
I've always wondered if this was possible. For some reason or another, I never got around to experimenting to find out. I'm inclined to think that it won't be possible. But then again, how do people manage to bind weapons and things in Modview, then?
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Hey there, everyone! So I've been tinkering around in GTKRadiant during a few spare hours over the last day or two and as a result I've gotten myself started on a new project! I figured, why not share how it's coming along? This is a map set aboard a starship, something which I've always wanted to have a swing at. The initial inspiration was derived from the Jedi Defender (the Jedi Knight's vessel) in the Old Republic. As development comes along, a lot is going to change that'll separate it from that origin. Before you take a look at the screenshots, take into account that obviously this is a steady work-in-progress, and don't mind how places are lit for the time being. Remember that not a great deal of time has been put forth into this quite yet. I'm really enjoying working on this so far and with a lot more free time this week, here's hoping I'm able to buckle down and get this out there! In it's current state, there's not a great deal to share, but here's what I've been able to put together so far:
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Learn how to model, then explain it to the rest of us who still can't do it.
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Steer clear of making the orange on the jetpack any brighter, the same on the shoulder pads. I still think that the latter in particular may benefit from a little desaturation.
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I think you could do better on Helmless Commander Trackshot. That teal stripe at the bottom of his hair just doesn't look right to me. Looking across them all I'm thinking, could the markings on their faces possibly be different colours to their armour?
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Looking at those last pictures I'd suggest lowering the saturation a bit just to take some of the vibrancy out of the colours, particularly on the shoulder pads. Looks good, though!
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It's not a bad thing! I'm just saying I never would've thought to do that, it still looks interesting.
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That does in fact look pretty great, I commend thee!
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I'm liking the inside of the lift! That switch definitely isn't something I'd thought of doing, though. Very different than what I normally see.
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Merged duplicate threads. :blink:
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Hey there, welcome to the site!
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Hey there, welcome to JKHub! Looking forward to seeing those skins.
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I like that interior! If you intend to place that building at the very end of the road, make sure that you don't forget to round it off. Good start!
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Hey, welcome to JKHub! It's always good to see more players/modders poking about. Don't forget to share what you've got.
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Sabers in JK2/JA: Too short, or just right?
MagSul replied to Dusty's topic in Jedi Knight General Discussions
It's your perspective when you're playing them that makes them look off. Like you said, when you look at another player or NPC swinging a lightsaber about, there's no problem. Though not consistent with the films, I will say that I do prefer much more of a glow, somewhere around "/rpc_saberglowmultiplier 3". This is actually a fairly recent preference, I used to prefer reducing the radius of the blades in the .sab files to 0.5, like Virtue's when he included his hilt in The_Academy_V2. :blink: -
Y'know what I miss? Hydroball.