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Everything posted by Tempust85
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Using func_useable. This what I have now, it cylces through the switch brushes: - switch off - switch will stay like this when switch is not used by player - switch on - shows up when switch is used by player and won't turn off back to the "switch off" until player toggles the switch again This is what I want: - switch off - switch will stay like this when switch is not used by player - switch on - shows up when switch is used by player, then turns off after a few seconds so the "switch off texture" is shown. I have the "switch on" as 'startoff'. I hope this is clear enough, finding it a bit hard to explain this lol.
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Now that probably wouldn't work with the current setup, or would it? Would definately put it to great use in DF2 Mod.
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What about allowing people to attach models to player tags via a script somewhere? That way, can be a saber/weapon or a backpack.
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I'm still trying to obtain the original DF2 Mod's files, just waiting on @@hhunter6 to have some free time.
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See if noesis can open it.
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Well JKA, but OpenJK technically. Light amp, bacta use & binocs work right now as they do in JO.
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Lovin' it! Will definately use it when you're done.
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@@Stoiss First person sabers would be possible in theory, but there's a sh*t ton of animations that would need to be done for first person. I honestly don't like first person sabers in JO and don't really see the need for it. Melee is different, it's just two animations and all you're doing is punching lol. @@Onysfx The saber combat will most likely stick to JKA default. For force powers, some might be not used, haven't exactly planned that out yet. Everything will be learnt like JO. There probably won't be any dual sabers or double-bladed sabers. Expect a DF2 story, with a JO kind of gameplay (guns mixed with sabers). You will have bacta, light amp goggles and binocs at your disposal.
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Lol yeah, it auto snaps in base JKA to third person view like the saber does. I wanted to keep to the original DF2 game, while also providing the player a last ditch weapon if all ammo is gone. Df2 mod's version of the stun baton.
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I have the basic functionality of the menu done, I just need to make it prettier and generally make it look cool. I'll post a video here when there's something decent to show.
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Story: The story will remain the same as the original DF2 canon version, at this stage dark side won't be added. Movie Creation/Conversion (list will grow per level): - STAR WARS & text crawl - Intro movie (Qu Rahn's death) - Kyle meets with 8t88 Levels: 1) Nar shadda - find 8t88 before he leaves Nar shadda! 2) Nar shadda - find 8t88's arm holding the disc 7) Yun - defeat the young dark jedi Yun Code: - change start map from yavin1 to 01narshadda - implement first person melee - remove certain weapons dropping from NPCS Weapon/Item/Music .dat Files: - add back the disruptor (sniper weapon seen on Rodians in JO) - restore the bacta useable health to what it was in JO Player Models/NPCs: (need to check what other models are needed) - Kyle Katarn - DT - Civilians - DT - 8t88 - DT - Yun Fixup - DT - Gran with brown clothing - Barricade24 Weapon Models: - First person melee - DT (Dependant on Kyle Katarn being finished) - Replace all first person hand models with Kyle Katarns - DT (Dependant on Kyle Katarn being finished) Menu: - Fully functional menu, removing anything that resembles base JKA HUD: - DF2 style HUD Sounds: - Kyle sounds - Misc sounds for NPC's, etc. Gameplay Related: - Player will have to search out ammo & most weapons, NPC's will not drop them when they die. Explosives excluded. - When player obtains the lightsaber, you will gain more force powers & stances as you progress through the game. - Some of the force powers seen in the original DF2 will not be present in this project due to coding reasons. Last Updated: 8th October 2013.
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JKA lacks first person melee, and to stay true to the original DF2 I decided to have a go with some help along the way: https://www.youtube.com/watch?v=deHCQq3yEYQ
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Differences Between Luke Models
Tempust85 replied to Circa's topic in Jedi Knight General Discussions
Lol hell of a difference, and not for the better.... -
Even though I don't go on there really anymore, /sign
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Works great for DF2, but would need something else for multiple player models like JKA.
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https://www.youtube.com/watch?v=deHCQq3yEYQ Things I did: - removed the auto third person switch for WP_MELEE - removed ammo count for WP_MELEE - added BOTH_MELEE1, BOTH_MELEE2 & BOTH_STAND6 to "MapTorsoToWeaponFrame" in cg_weapons.cpp - changed anim length & anim starts for BOTH_MELEE1 & BOTH_MELEE2 (to match up to the player animations) to work with a 36 frame MD3 file The hit effect shows in the middle around the crosshair, which works. Each arm is seperated, so I have: fists.md3 fists_barrel.md3 Then of course, the animation: fists_hand.md3
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Found it, was MapTorsoToWeaponFrame Thanks eez, that did the trick. Now plays two viewmodel animations that match up to the player model anims.
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Replace Tavion with a skin of Starkiller?
Tempust85 replied to hka1894's topic in Mod Requests & Suggestions
Transexual Starkiller.......I'm down! -
It's broken as far as I can tell, tried everything.
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I managed to allow first person for melee while removing the player model and slotting in an md3 view model. However it doesn't fire any animations like the other weapons. :\
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Hmmm, a better way might be to get an .md3 to load for melee's first person...
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Ok so I've been trying to stop the auto third person for melee from happening in OpenJK, and I have this: Now how do I set different third person settings (range, etc) for just melee and not have it affect when the player goes into third person via "cg_thirdperson"?
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Game crashes when trying to load a GLM as first person weapon model, internal GLA or no. :\ I was working with Xycaleth ages ago trying to get GLM first person weapons working ala SoF2, even made some test weapons that are bolted to each other via model_root.
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Other than getting someone to make some, not that I can think of sorry.