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Tempust85

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Everything posted by Tempust85

  1. Woo! DF2 Mod forum is up!

    1. Show previous comments  1 more
    2. Tempust85

      Tempust85

      Now just need those files lol

    3. Circa

      Circa

      Why is it taking so long?

    4. Tempust85

      Tempust85

      Not sure, haven't heard from hhunter for almost a week. Must be busy lol.

  2. Works great for DF2, but would need something else for multiple player models like JKA.
  3. 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
  4. Found it, was MapTorsoToWeaponFrame Thanks eez, that did the trick. Now plays two viewmodel animations that match up to the player model anims.
  5. It's broken as far as I can tell, tried everything.
  6. 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. :\
  7. Hmmm, a better way might be to get an .md3 to load for melee's first person...
  8. 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"?
  9. 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.
  10. Other than getting someone to make some, not that I can think of sorry.
  11. Aussie election reminds me of this:

  12. I like the idea of prone, would be easy enough to delete a keybind & remove it from the controls menu if a certain mod doesn't want it. Speaking of realistic, I'd like to see the first person weapons method SoF2 has in OpenJK.
  13. I like to refer to kejim_post.map when I'm in need of help. You can get it from the gtkradiant game pack svn.
  14. The thing that would probably not come out right is jerecs ball thingy. Would look like a DBZ energy blast lol.
  15. Hhunter6 is getting me the files when he's able.
  16. After learning how to do certain scripts, I finally got back into narshadda: Still going to be using the original narshadda from the first DF2 Mod, but this is helping me learn things.
  17. Version bumped to 2.0 to include a SP replacement .pk3.
  18. The reasons I can think of off the top of my head: 1) Gets rid of needing carcass to compile models 2) Do not need to export to .XSI format 3) Should allow Maya users to make models for JKA 4) If .GLA export is implemented at some stage, this will allow Maya/XSI/3ds Max users to take advantage of any changes to the Ghoul2 format. Otherwise, only Blender users would benefit.
  19. Version (2.0)

    4,408 downloads

    ******************************************* JEDI KNIGHT III : JEDI ACADEMY MODIFICATION ******************************************* Title : DT Stormtrooper ROTJ 2.0 Author : DT Version : 2.0 File Size : 3.2 MB Date Released : September 6, 2013 Model : DT Textures : DT Weighting : DT Description: ---------------------------------------------------------------------- Stormtrooper, as seen in Return of the Jedi. Specular & slight gloss added. SP PK3 Included to replace base JKA Stormtrooper. Known Bugs: - Slight clipping in certain animations, unavoidable thanks to the JKA skeleton. Bot: Yes. NPC: Yes. LODs: Yes. Team Skins: Yes. SP Replacement: Yes. SP Customise Menu: No. Credits: ---------------------------------------------------------------------- Thanks to Circa for making the SP replacement for me. Installation: ---------------------------------------------------------------------- Simply extract the pk3(s) to the gamedata/base folder of your Jedi Academy directory. ====================================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  20. Bacta, binocs & light amp goggles all working :D

    1. Onysfx

      Onysfx

      Nice...but for what? Lol xD.

    2. Tempust85
    3. Onysfx

      Onysfx

      Oh, nice! Oh, will you be bringing back the DF2 sense sound? I found it quite scary, much darker than the JKO/JKA version of it.

  21. @@eezstreet: It works now, it was a items.dat thing so no need for you to go diving in code.
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