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Tempust85

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Everything posted by Tempust85

  1. FUS-RO-JADEN! HEY I'M STUCK!
  2. It's not that different really.
  3. What's next, Rosh in jedi robes? Now that would be crazy.

    1. Show previous comments  6 more
    2. Zappa_0

      Zappa_0

      Sith robes.....IN JEDI ROBES! DA DA DA! :P

    3. Circa

      Circa

      Pecker. lol that term takes me back to 4th grade... :P

    4. Tempust85

      Tempust85

      I thought I'd keep it a bit PG :D

  4. Play the game from Jan's point of view, now that would be fun and new. Jan campaign option anyone?
  5. I strongly suggest using the Noesis route to create your GLA so there's no jitter like the base AT-ST. Refer to my tutorial.
  6. Very interesting ideas you have. On kejim when jam unlocks that door, you could choose who goes off to find those codes. Then you both meet at the centre thing to input codes so then you resume as Kyle to punch them in and check out one last area. Makes me wonder what other source files you can get your hands on. If we had the source to all of JK2's maps......
  7. Updated the GLM Noesis tutorial to include weapon GLMs so no more need for MD3view thanks to Rich :)

  8. The animations themselves are easy enough to do, it's the fact that it will look stupid on player models doing the reloading but with no clip physically going in/out of the weapon like a lot of games including HL2.
  9. Definitely looks better. Would be great to have the turrets animate when firing, but that would require coding. Could have BOTH_ATTACK1, (stand & shoot) BOTH_RUNATTACK1 (run & shoot) & BOTH_WALKATTACK1 (walk & shoot).
  10. Awesome, I'm glad they are taking the time for us as I'm sure they are busy. Might be in with the SoF2 stuff since that game came first. EDIT: Did find this in JK2/JKA's carcass.exe when viewing in notepad++: C:\projects\Tools\Carcass\Release\carcass.pdb and this in SoF2's carcass: C:\Source\Tools\Carcass\Release\carcass.pdb
  11. The converted structure is a mess, I've only been able to use parts, then clean them up. I'll have to dive through their files and see what other maps there are that could be in a viable state.
  12. Almost done making the path to the end of the level, the end is in sight. I'll then go back and add some NPCs, detail and lighting.
  13. JK:Enhanced feature for sure.
  14. Seems familiar, pretty sure that's where I got the code from.
  15. If it could be coded to use a viewmodel (unanimated) then that'd be sweet.
  16. I don't think such a feature would be good for JK2/JKA's gameplay.
  17. We'll have to make do without rend2 for quite a while I think, hopefully it will be ready for SP by the time EP VII is out.
  18. I can't remember, can you drive an AT-ST in DF2? But yeah, we need that turning fixed. Once they play on the base model, then worry about them for the new one. Also, we need this for first person AT-ST action:
  19. Looking great. Yeah the feet did look like they weren't up high enough, not that much off though. I noticed is that the timeline is a lot longer than the original which is 38 frames for a walk. Also, the walk animation is also the run animation so just use an additional animation to create the run from the walk.
  20. Little crate that you ride on is working, and so is the massive crate. Just finished scripting this:
  21. They could easily get Ray Park back in, just put a helmet on him. Some of the rumors I've read sound like complete crap story-wise, I hope none of it is true. Everyone wants Jedi Master Luke Skywalker leading his Jedi Academy with Kyle Katarn as a Master. They could then do a Kyle Katarn solo movie on his origins. That's how you do it JJ! P.S Leia and Chewie need to do it.
  22. Send me msg on steam when you're on next.
  23. Looking great. How would you like to come map for DF2 Mod?
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