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Everything posted by MagSul
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Release 'em anyway!
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I wouldn't mind giving you a hand exploring Springfield.
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Disabling the lightsaber in JK2?
MagSul replied to Boothand's topic in Jedi Knight General Discussions
The closest I found is Assets0.pk3 > Ext_Data > Weapons.dat // WP_SABER { weapontype WP_SABER weaponclass weapon_saber weaponmodel models/weapons2/saber/saber_w.md3 weaponIcon gfx/hud/w_icon_lightsaber firingsound sound/weapons/saber/saberhum1.wav ammotype 1 ammolowcount 5 energypershot 1 firetime 100 range 8192 altenergypershot 3 altfiretime 100 altrange 8192 missilemodel models/weapons2/saber/saber_w.md3 } -
Version v2
53 downloads
Description: When placed in your Base folder, this mod overwrites the default chat icon in Star Wars Jedi Knight 3: Jedi Academy. I highly doubt that I'm the first to come up with this concept, but I was in a mood for the Sims and decided to piece this together after noticing that no similar file was up already on this site. So take a look at the preview and give it a download if you're interested! Included are two files, zSimsChatIconStatic.pk3 and zSimsChatIconAnimated.pk3. The names are pretty self-explanatory, one is animated and one is not, you may only install one of these at any time, enjoy! -
I'd definitely love something like that. It'd really make fire-fights more realistic. Although you should be able to trust the players not to bunny hop or jump excessively, it can get very difficult to enforce within a short space of time.
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Without the other perspective, it's hard to appreciate that feature. I'm presuming that the text gets dimmer the further away you are from the player speaking? Or, have you set it up so that you don't see the messages at all until you're within a certain range?
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I just love the freedom we have. We can pretty much make whatever we want and incorporate it into the game in some form or another. At the moment, I stick to role-playing, though I've spent a fair bit of time recently getting to know GTKRadiant better, too. All that and I really just enjoy the game-play of the series. I'm replaying through JK1 at the moment for nostalgia's sake.
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Disabling the lightsaber in JK2?
MagSul replied to Boothand's topic in Jedi Knight General Discussions
add the line: "notInMP 1" to the .sab file. Example: EDIT: WAIT. Mis-understood the context there, sorry! @@Caelum Am thinkin' we need a JO Tech Support section. -
Gaming could benefit from this...
MagSul replied to CrimsonStrife's topic in Art, Media & Technology
That was actually pretty good! -
Fulfilled [Vehicle Model Request] Dark Forces: The Moldy Crow
MagSul replied to MagSul's topic in Mod Requests & Suggestions
https://jkhub.org/files/file/1285-moldy-crow-vehicle/ -
I've always used the MSPaint method, personally. Although it reveals the "hidden" part of the image correctly, don't expect it to be RGB-configurable in game afterwards. ( Not unless you're a wizard who knows how to re-apply it, anyway. )
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Welcome to the madhouse.
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Fulfilled [Vehicle Model Request] Dark Forces: The Moldy Crow
MagSul replied to MagSul's topic in Mod Requests & Suggestions
The Raven's Claw vehicle isn't included with JA (Or JO), Mars' Raven's Claw uses the X-Wing sounds. Personally, I think the Crow might work well with the Shuttle sounds in base JA. -
Hey there, welcome to JKHub!
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Fulfilled [Vehicle Model Request] Dark Forces: The Moldy Crow
MagSul replied to MagSul's topic in Mod Requests & Suggestions
Awesome sauce, we're looking forward to it! Thank you very much. -
Personally, when I installed this mod, I felt that the Base scope looked really odd with its old border removed. That said, the increased visibility is a true blessing, and it makes you wonder how you ever got by using the DIsruptor without it. Whilst not as aesthetically pleasing to eye as perhaps some of the other scope altering mods out there, the practicality of this one makes it well worth keeping in my opinion.
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Fulfilled [Vehicle Model Request] Dark Forces: The Moldy Crow
MagSul replied to MagSul's topic in Mod Requests & Suggestions
Spotted this: http://img338.imageshack.us/slideshow/player.php?id=img338/6402/12482691888q6.smil Which came from this: http://forums.filefront.com/sw-jk3-modding-mapping-editing/403707-moldy-crow.html *Re-reads* Wait a minute... @@AshuraDX you around, buddy? -
I think that is one of those locations that just needs a tweak or two in the lighting department. Where are the shadows that should be engulfing the castle turrets? I don't think the repeating textures would be quite as overwhelming if you couldn't see it all at once and as clearly as you can in that screenshot.
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I'd love to see that Rainbow Road map with a few more shaders. It looks very "solid" at the moment. With the castle, I'm seeing an awful lot of repeated textures, particularly in the background. The brushwork itself is really quite good! Just don't be afraid to stretch the odd texture or switch them up occasionally.
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The Master Sword is made of hard foam, so you could swing it about without causing any damage to it or anything else. The other two are made of wood.