Jump to content

Tempust85

Members
  • Posts

    4,085
  • Joined

  • Last visited

Everything posted by Tempust85

  1. Short answer: It's possible, yes. Long answer: Yes but you would need to add bones to the existing GLA and add animations for the whip attacks, add the whip model to a player model in his hand and is weighed to every bone you want/need in a GLA then compile. The last bone could be used as a 'damage bone' ( or you could use a tag maybe) where anything alive that touches it will get injured.
  2. It's slanted because I was using Hapslash's model for reference, but you're right the actual refs aren't slanted. @@Circa This: http://www.yourprops.com/movieprops/original/yp4f861d3e43fcf2.46117698/Star-Wars-The-Empire-Strikes-Back-Star-Wars-ESB-Working-airsoft-Luke-Blaster-2.jpg But I'm not making a working gun tho.
  3. That would require animated Ghoul2 models to work when bolted which right now they don't AFAIK. That would be the first issue to tackle.
  4. Update (full bright): Saber is Hapslash's EP3 Anakin, I added the clip to it. It looks to be digging into his thigh, but it will look better when he walking etc.
  5. These are pretty awesome, great work! I dare say Hapslash would like these, he made his Anakin model with reskinning in mind and generally liked what people came up with.
  6. I ported KotoR heads onto Hapslash's Obi-wan model back in the day and while I was fine with it then, I'm not proud at all that I did it. I get that the models look great and you want them in JKA, but there is a another way to go about it than porting. My suggestion to you @Deviance: Make a formal request for someone to MAKE the models you want, you will have a slightly better chance of getting it done.
  7. GTKradiant 1.5 works fine for JKA, been using it myself. AFAIK, 1.6.3 is still buggy? Best to use the last stable version if you're having issues.
  8. More tweaks: This is my last non DF2 project until I release a demo of DF2 (waiting to see if I can get the first team's source files before continuing my map or not), so it won't have the Dagobah version or any others.
  9. More messy: Also put some fringe on the head texture for added effect.
  10. Here's the pic I based this off: Not an 'exact' replica, but close enough for me.
  11. Alpha hair:
  12. It shouldn't be that wide in-game, that's just the FOV in Max's "front view". I'll see what I can come up with in terms of messier hair, and I'll fix the fringe.
  13. How's this?
  14. I'm trying to get the cantina music playing no in the entire level, so I took it out of the dms.dat and just ran it through target_speaker. Now how do I have it only play in the bar, and fade out the more you move away from the bar?
  15. I was told 112KB lol, I'll try that. EDIT: Still says error on stereo.
  16. Nero wave editor, and MP3 Pro codec but without MP3 Pro enabled so it's just a standard MP3.
  17. Ok so I'm trying to put in custom music in my map. The format I first try is: MP3 44KHz 112kb mono and I get a console error saying it's not stereo. So, I then try MP3 44KHz 112kb stereo and I get a console error saying it's stereo. Umm WTF?
  18. Question. How do you deal with different sized necks & different amount of vertexes so there's no mesh holes? Example: head A has an 8 sided neck, but torso B has a 6 sided neck.
  19. Yeah I've been seeing if I can tweak Toshi's head to look for younger, but not really having much success. Would you guys say it's only really the hair that needs to be fixed?
  20. Unless you have your own team ready to go, free projects usually fail pretty quick on UDK.
  21. Hopefully I'm just about done with the intro videos. Taking forever to get the text crawl to work just right

    1. minilogoguy18

      minilogoguy18

      Can we be expecting a DF2 mod section here soon?

    2. Tempust85

      Tempust85

      Yeah, I've put in a request for one. I'm also hoping to get the files the previous team did. ;)

  22. That and it depends on big your...pocket book is...
  23. Looking great there Chalk.
×
×
  • Create New...