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Tempust85

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Everything posted by Tempust85

  1. Version 1.0

    2,426 downloads

    ******************************************* JEDI KNIGHT III : JEDI ACADEMY MODIFICATION ******************************************* Title : DT F-11D Blaster Author : DT File Name : DT_F11D.pk3 File Size : 1.0 MB Date Released : 18 January 2016 Model : DT Textures : DT Weighting : DT Description: ---------------------------------------------------------------------- Episode VII Stormtrooper blaster, as seen in The Force Awakens. Replaces the E-11. Known Bugs: - No viewmodel animation for some reason. LODs: Yes. 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.
  2. I'd like to see player model lower body added to first person view like with most modern games.
  3. Well yes, but the only released project that has it is JKA Enhanced. I'm thinking that project should become a staple download for everyone.
  4. Have a look at how my EP7 Luke's hair bangs is done. I use TGA which has the texture as normal but an alpha channel to depict what is to be transparent. Black for 100% transparency, white for 0% transparency and grays for a blend between the two.
  5. Looking good. Here are my suggestions: - Give her a less angry expression - Add some textured hair where the hair mesh meets the forehead for a more seamless look - The neck looks too much like a V. Go for a more straighter look - Make the ends of the fabric transparent and give it a slightly frayed look - Remove/reshape the arm wrap mesh so it looks skin tight as it's just a thin fabric wrapped on the arms - Add some more detail to the eyebrows so it looks less painted on - The bit where the top of the boot meets the skin could use some simulated lighting to define it more
  6. How exactly would that be used in JKA though? At best, the MD3 viewmodels just move the whole gun and not individual parts.
  7. Ugh, so low poly I want to puke
  8. Don't really need to, I have a ton of photos from their TFA costume displays a while back which showed off everything I needed.
  9. I think from memory the FACE_XXXX animations will play blended with any other animation. Here's a script from the now dead DF2 Mod that made the bartender say a line and do stuff: //Generated by BehavEd rem ( "Get out of my bar, you always cause trouble!" ); affect ( "bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "nav_patrol1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "bartender_patrol1" ); } task ( "nav_patrol2" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "bartender_patrol2" ); } set ( /*@SET_TYPES*/ "SET_LOOK_FOR_ENEMIES", /*@BOOL_TYPES*/ "false" ); task ( "get_out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.mp3" ); } wait ( 2000.000 ); do ( "get_out" ); wait ( 10000.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_LOWER", /*@ANIM_NAMES*/ "BOTH_STAND1" ); set ( /*@SET_TYPES*/ "SET_ANIM_UPPER", /*@ANIM_NAMES*/ "BOTH_BUTTON2" ); wait ( 500.000 ); affect ( "beer_glass", /*@AFFECT_TYPE*/ FLUSH ) { remove ( "beer_glass" ); } set ( /*@SET_TYPES*/ "SET_ADDLHANDBOLT_MODEL", "models/map_objects/nar_shaddar/beerglass.glm" ); dowait ( "nav_patrol1" ); set ( /*@SET_TYPES*/ "SET_ANIM_LOWER", /*@ANIM_NAMES*/ "BOTH_STAND1" ); set ( /*@SET_TYPES*/ "SET_ANIM_UPPER", /*@ANIM_NAMES*/ "BOTH_BUTTON2" ); wait ( 250.000 ); set ( /*@SET_TYPES*/ "SET_REMOVELHANDBOLT_MODEL", "models/map_objects/nar_shaddar/beerglass.glm" ); wait ( 5000.000 ); dowait ( "nav_patrol2" ); set ( /*@SET_TYPES*/ "SET_ANGLES", < 0.000 -90.000 0.000 > ); }
  10. Huh?
  11. Just use them for reference and keep going on your own model.
  12. Yeah unfortunately, Phasma's helmet is fairly different to the standard trooper's helmet but looks good for a reshape. Just make sure you have flattened the crotch piece lol.
  13. I just hope we get a flashback of Ben Solo training with Luke and the others, I feel it was too glossed over and needed a flashback scene.
  14. I only use GTKRadiant 1.5. It's either 1.6 or some other compiler that does this or other strange things, 1.5 has always been stable for me.
  15. Prolly depth of field.
  16. Only thing I hate about twitch is we have to wait for the user to be online to view videos.
  17. Inverted normals from the old exporter wouldn't give that effect, you'd still have light. Have a look at your shader.
  18. MBII has an experimental loading of any gla without having to use OpenJK. From what we can tell, it works. We can load models like rocket trooper as a player model, which uses its own gla. So the MP restriction of using only humanoid.gla and its animation.cfg has been overcome. Again, it's experimental.
  19. Hows dat FPS though?
  20. Try MD3, I know from experience it works.
  21. Ah well, good idea though thanks for the replies.
  22. How cleanly done was it? I hope he kept the neck collar.
  23. Looks interesting, but I noticed the "M" is a bit cut off.
  24. Sorry, what I meant was being able to add weapons in a config or .dat file instead of it being done in the code. Though it's simple enough for some people to add new weapons in the code, most people however wouldn't have a clue how to compile openjk let alone add a weapon even though there are readme's and tutorials.
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