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Everything posted by Tempust85
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Just replace the model.glm in the JO PK3 with a reskin of haps JKA stormtrooper.
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character HUMANOID SKEL PLAYER: Kyle Katarn
Tempust85 replied to Tempust85's topic in Dark Forces II Mod
This is about as close as I can get: -
Me too, I'm hanging up mapping for a while after I finish 02nar so I can focus on the rest of the mod.
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You'd still need to animate the cape bones though.
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Favorite Movie Scenes (non-Starwars)
Tempust85 replied to IrocJeff's topic in Art, Media & Technology
Definitely: -
Updates: - changed from using "junk" to using "crawler_junk" in 02nar - added 3rd objective to 02nar, where you need to clear the landing zone for the Crow - you now have to kill every single thug (6 total) at the end of 02nar to end the level, rather than making a run for it to the Crow - slowed down the "death" of the skiff in 01nar - reduced Gran Boxer's walk & run speed - added buildings to outside areas in 01nar instead of just darkness - reduced how much light the nar shaddaa sky gives - tweaked some lighting in 01nar - deleted old boss scripts for 01nar - updated the Kyle model with my latest version - replaced the JKA base splash screen Please allow 1 hour for uploading from when this is posted.
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I hear Blender is good at this sort of thing, but I know nothing of Blender. I *think* @@Jolly might know? Could be wrong.
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Ok this is weird, I thought it was apart of the base JKA assets but looks like it's not. No idea where I got it from but I'll change it to a base asset.
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I noticed you don't have "yavin Mus kor sarn fogi cloudy lodziarnia" on their own lines, might make a difference.
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Something I've noticed that's different from SP is that you cannot have your assets loose in folders in MP, you need to have them in PK3.
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There's a fair few mappers on here, but I've yet to see most of them take up requests whether it's to map a level for DF2 Mod or to fill a request such as this. Quite disappointing indeed. I myself am quite busy with DF2 Mod, and I'm still trying to nail Nar Shaddaa's "feel" while keeping to the design in DF2 game.
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Star Wars Episode VII Discussion
Tempust85 replied to Circa's topic in Star Wars Franchise Discussions
That sword-saber looks absolutely stupid. You would easily cut yourself. Once again, I hope everything that isn't official is just a throwing off tactic by JJ. -
He should have textures? I'll investigate.
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- 16 comments
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Toshi is hard to get ahold of, but I've known him for years. Be sure to credit him and I'll take any heat if things go sour.
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Updates: - Fixed Gamorrean's attack & stand animations in the code - Fixed Gamorrean's axe to have 0 "fire" delay - Changed Gamorrean's weapon from the blaster rifle to his axe - Fixed issue where you couldn't go to the load game menu when you died Please allow 1 hour from when this is posted for uploading. I've also committed the code updates to GitHub.
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Hmm, it loads for me fine in radiant & in-game. Check your JKA base folder for anything weird.
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Help! Run out of transform space for ghoul2 models
Tempust85 replied to Langerd's topic in Modding Assistance
Each mesh object shouldn't go over 500 verts. Try breaking up the model into smaller objects that are under 500 and see how it goes. -
What's the error?
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Star Wars Episode VII Discussion
Tempust85 replied to Circa's topic in Star Wars Franchise Discussions
I just hope that all these rumours are just crap invented by JJ, so none of the story is spoiled. -
I will post any updates to the project here. Updates: - Cleaned up 01nar a bit by removing some lights & remaking the bar booth where Kyle starts as a model - Added more NPC blocking so that cannot just walk off the edge to their deaths in 01nar - Added a few buildings to look at from the bar windows in 01nar instead of just darkness - Tweaked the briefings & objectives to make a little more sense - Added 02nar - it's a heavy WIP but is still worth a play - 02nar now has a WIP 8t88 arm in the sewer and now displays objectives 1 & 2 - Briefings are re-enabled - Tweaked the loading screen menu so the briefing doesn't run off the screen - Changed the default player model to my DF2 Kyle (my older one) & changed the sounds, sex, etc in the code. Make sure you remove any old CFGs - Fixed misc_model_ghoul to use animation rather than just be static (will be useful later on) - Remade a few textures & improved others - Datapad menu now works again, just needs a DF2 facelift. The link is now only provided to DF2 mod developers.
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Yeah, I could use some for DF2 Mod to spruce it up.
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Yeah I wasn't a fan of that level in KotOR II, I much prefer the one in Jedi Outcast.
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I was totally thinking of something else, ignore my post. Not sure how you'd make a patch non solid though, but you could make a model instead and have it not solid.
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Best way though is to paint directly on the model for seamless textures using your software of choice. Zbrush & photoshop to name a few.