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Everything posted by therfiles
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Just about to ask that! Happens to me all the time! Good job!
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How did I not catch that? I'm getting old. Anyway, did that still not work? Both the script and GTK referenced him as "Bartender"? Hmmmm...make sure it's not the .wav, because sometimes they don't work for me. Try replacing it with a BaseJA line for a test to see if the script itself is actually running. But very strange..should work.
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I'll do some research regarding the weapon problem, I never knew if it was an entity key or a scripted command that made the lightsaber unusable... Anyway, your script looks great, and the task is solid, but you need to run the task. Use the "do" or "dowait" and fill in the task's name. Tell me if that works. Make sure the do/dowait is in the affect.
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I knew he was canon, but I kinda thought they approached him wrong. They made him so up-tight and boring...at least in the snippets in novels I've read. But yeah...wasn't there something about him being cloned in there, too? Interesting history, though.
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@@AshuraDX: Look at what you did: Consider your sins.
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Here is some comments regarding the shaders: If you really want to get rid of the energy effect, here's what you have to do: Currently, all the lightning effects reference the following files: gfx/misc/lightning3, gfx/misc/lightningFlash, and gfx/misc/blueLine. So our job would be to remove them. Basically, we have to make the image completely blank, when the full body electricity effect is called, it plays, but is invisible because all of the shaders are invisible. So, find or create a shader for these files and replace them with: { { map $whiteimage blendFunc GL_ZERO GL_ONE } } This will blank them out. So, now the effect is removed. I'd only recommend doing this to blueline and lightning3, because lightningFlash needs to be visible for the DEMP gun. However, now force lightning is completely invisible because it references gfx/misc/blueLine. So, you will have to create another image (and maybe another shader) for blueLine, under the name blueLine2. And change the reference in your force lightning effects to look for blueLine2 not blueLine. This should work, I did it a long time ago for the HP mod. I may be able to find it if you have difficulty. Hmm...so you edited gfx/misc/lightningFlash? And still no beans? That's odd...the only thing I'd try is making a new lightningFlash (like geonosianFlash) and then edit lightningFlash's shader in effects.shader. Fine the shader and change the file it references to geonosianFlash (not the title, the reference). There is a shader in gfx2.shader that reads: gfx/effects/demp2shell { cull twosided { map gfx/effects/plasma blendFunc GL_ONE GL_ONE glow rgbGen vertex tcMod scale 2 3 tcMod scroll 1 0.5 } { map gfx/effects/plasma blendFunc GL_ONE GL_ONE rgbGen vertex tcMod scale 3 2 tcMod scroll 0.5 2.6 } } You should be able to edit this or the appropriate files to make the DEMP shell more green.
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Awesome news! I always thought using game's assets (in this case SW's) is perfectly fine as long as you're not commercializing the result. Why would they C&D a fan project that promotes their original work? I guess I just don't understand that and why people are apprehensive about it.
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Hey great work! This is looking really good! Just a couple of suggestions: I agree with Botdra on this one. Make it more transparent, not a solid layer of green. Maybe the projectile could be a bit longer? Also, I agree with @@minilogoguy18 regarding the weapon replacement, but since I know you're using this for a replacement pack, that may not be practical. What I would do is find the lightning flash (the blue energy charging gfx) and make it green and more of an orb, rather than the streaks of lightning it has now. Also, for extra credit, find the shader for the DEMP secondary explosion (search in shaders for dempshell or something...I know it's there ) and colorize it green. This will help tie it all together. I think the impact effect could use more of an "explosion" like maybe some green energy and some mild smoke. Because just a shockwave is cool, but not too realistic, in my opinion. You're spewing energy, the ground is gonna have some kind of reaction. Nice job with the SFX - sounds really cool. If you really want to get fancy, remove the blue lightning, so you're targets won't get the shock effect on them. While this will also remove the effect from force lightning, you can pull it off. I'll see if I can help you with this, if you want to pursue it. But seriously Ibonek Circa (RIP), solid work here. Did you do this from scratch, or did you build it using some base effects and play with the settings and properties?
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This is really cool. The Bane video looked really good, despite JA content. I was really impressed, and this looks really promising. Can't wait to see what projects like MBIII will do with Unreal. And while the anims were the same - they seemed much smoother and more fluid.
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Hey there! Welcome to the forums!
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I had no idea that's what that was...
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Hey there! Welcome to the forums! Really cool sig, by the way!
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LOL I'm going to have to make a Hoth cave mission...that would be so epic.
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I saw an email listed under his contact information.
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Happy Birthday. http://jkhub.org/user/332-wytchking/
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Imperial Outpost Part III, i finally got it today!
therfiles replied to CaptainCrazy's topic in Modding Assistance
Uploaded and approved. I'm assuming that Postman86 (listed author of part 1) and Eike Legien are the same person? I'm also assuming that we have permission cause we are already hosting part 1. So, yeah. Also emphasized the author's name. http://jkhub.org/files/file/1650-imperial-outpost-part-3/ http://jkhub.org/files/file/1652-imperial-outpost-part-2/ Carry on. -
I think WytchKing might have made one for the old Chronicles mod (made a post under the news section on their site) and released this screenie. I believe he may be active on the MB2 forums...
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What's the biggest map someone made for JKA?
therfiles replied to ScottyMcGeester's topic in General Modding Discussions
Very cool, Pande! Can't wait to see how this plays out in JKG! Something like this would also work for a SP RPG of some sort... -
Just wondering if there is any one who does any cool VFX stuff. I recently bought Final Cut Studio 2 (outdated, but much cheaper) and it's so awesome. What are you guys using, especially for more intense compositing work? I know after effects is the program of choice, but Motion is doing a great job, too.
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Jedi Knight III: Brink of Darkness
therfiles replied to Tempust85's topic in Mod Requests & Suggestions
SP code. Down the line, I know we'd love to make some code edits using the source code, but right now our priority is finishing a demo to release. We originally planned to use MP, but we decided it would take too long to bring over all the SP features to MP. -
Jedi Knight III: Brink of Darkness
therfiles replied to Tempust85's topic in Mod Requests & Suggestions
I have no idea ETA wise, still lots more to do, but we hope to have a news article up soon and progress on a release is getting closer and closer to being ready! -
Jedi Knight III: Brink of Darkness
therfiles replied to Tempust85's topic in Mod Requests & Suggestions
Nope! We've been inactive for a bit, but progress is still commencing! -
Jedi Knight III: Brink of Darkness
therfiles replied to Tempust85's topic in Mod Requests & Suggestions
http://jedibetrayal.com/ -
If you have any specific questions, we can definitely help you out!
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How many SP players are there here?
therfiles replied to katanamaru's topic in Jedi Knight General Discussions
I absolutely love SP. The ability to tell a story and make your own missions is just so awesome. Making your own campaigns, cutscenes, events, SP just has that structure that MP doesn't. But both gamemodes are awesome in their own respect. Are SP NPCs dumb? Yes. Then mod them to be smarter. With SP, problems can be overcome easily to make an amazing map or mission. Co-op would be AMAZING. Combined with the structure of SP and the intelligence and teamwork MP has, it would be so fun.