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Tempust85

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Everything posted by Tempust85

  1. He hasn't been on lucasforums for over a year. Anyways, I got bored tonight: Sign flickers on/off. The textures you see are mostly DF2Mod's recreated textures from their website with one or two Raven textures.
  2. Yeah, DSM hasn't been on for like a year so I doubt he's contactable. I guess if I want it in JKA, I better get to work mapping.
  3. I have no idea who was last leading DF2 mod, anyone here have a clue?
  4. I've posted in the old DF2 thread on lucasforums to see if anyone knows who has any source files.
  5. Yeah, I never knew anything about him being a clone. Raven should have showed Jaden's history in either a video, flashbacks or even a log.
  6. Is there much interest in capable modders (3d artists, coders, efx artists, mappers, level scripters) to remake DF2 on JKA? If there is, I'd love to help out.
  7. Lol I got OpenJK to compile with IQM code seemingly implemented, however now I can't load any model formats due to some r_checkoverflow lol

    1. Tempust85

      Tempust85

      A sh*tload of indices (player model loading), and verts (saber loading)

  8. Sweet jesus I'd be sculpting instead of retexturing right now if that were so lol. For JKA, I don't see much of a point to spend time sculpting high res models. It's quicker to make the object and texture it for me.
  9. Not really, it would be more time consuming for an almost exact same result. Have you ever used Zbrush's decimation master? The results are very decent compared to alot of other programs.
  10. I haven't really touched the skin, but there is specular Hapslash made for the skin so that should be sufficient in JKA.
  11. It's part of the shoulder straps, where they "connect".
  12. I'd love to see saber colors picked from a color box (I think I saw this in a mod somewhere, could be MB2 for all I know) incorporated into OpenJK at some point. Heck I'd code if I knew how, but seeing as I can't even add IQM to OpenJK or MD3 to Modview I suck lol.
  13. Cape + Holster: Cape + No Holster: No Cape + Holster: No Cape + No Holster:
  14. Ok well, E11 I won't do cuz of it's size but the DL-44 seems better. I'll do that one instead.
  15. I'm just going off of the 501 site refs which have the holdout blaster holstered on the belt. What's the standard blaster pistol called? If it's an already made weapon in JKA, I'll just use that instead of making my own as you won't see half of the model.
  16. Would be best to import the model into Zbrush and use the decimation master to create a more friendly game model. That, and use Zbrush to bake the textures. Not exactly a 5 minute job, but certainly should be rather quick.
  17. Why would this death dude need Jedi animations? You could just make whatever he needs and have him run off his own GLA (ie rancor).
  18. Ok belt + holster are now modelled and unwrapped. Now onto texturing.
  19. Lol, the aim here for me is to not have a large blaster on her leg which is why I chose the holdout pistol.
  20. Hmm haven't thought of adding my Kyle here, it's nothing spectacular to look at but still a good idea. So this is the blaster I'm going to go with: http://www.501st.com/crl/SL_CRL/SL108_Mara_Jade/108_15_01.jpg http://www.501st.com/crl/SL_CRL/SL108_Mara_Jade/108_15_02.jpg @@Shadowknight1 Notepad will do.
  21. Update: Specular on. Mostly redid the shin texture, removed the textured belt, started modelling new belt.
  22. Yeah I know right! I compared it to the older pic and my god it was awful! And i've realised that the blaster in the holster isn't the one she has when she's with the empire, so I'll just remake the entire belt/holster/gun.
  23. I was born in 1985, so I completely missed the original trilogy at the cinemas. I have watched every Star Wars movie that has come out since then in the cinema, and I'll be taking my kids when they are old enough to appreciate Star Wars. Redid the cape texture:
  24. I'll include another .skin file that has it turned off already.
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