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Tempust85

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Everything posted by Tempust85

  1. I thought it's a nice feature and it's in the original DF2 game. It's always good to have a backup weapon when all ammo is gone incase people go crazy and spray blaster fire all over the place.
  2. That's awesome! You should next convert your exporter to script.
  3. You may have to code the effect to be bolted onto a tag, but I'm just guessing here. What you could do is spawn MD3 gib models (make it generic bones, flesh chunks, etc) instead of dismembering the player model, you can do this with EFX apparently.
  4. I personally didn't like first person lightsaber in JK2, I think 3rd person only is good enough. Anyways, this topic is about first person melee not first person lightsabers.
  5. That'd be cool, yeah. How did TFU2 end exactly? I can't remember and I can't be stuffed installing it and playing lol.
  6. Seeing how TFU was received, I doubt they will make another. Hmm instead of making TFU 1.5 & 2.5, why not make your TFU 3 now?
  7. Sounds great! Totally going to try this for DF2 Mod.
  8. How would I get the start/end of a brush? I'm trying to improve the current JKA ladder code to include start climbing/stop climbing animations. Right now, it only has up/down/idle.
  9. Well these will just be mimicking what we see on the player model (excluding Kyle's crazy Jedi punching anims).
  10. Sure, I'll do that today but the anims won't be too crash hot as they are just an animation.cfg hack for now.
  11. I've added stencil shadow support for misc_model_ghoul & misc_model_static.
  12. I've fixed misc_model_ghoul to play animation with the option to loop & set a skin file.
  13. I've added Sof2-style ladder code where you can go up/down and NOT freely jump off. I also fixed the error you get with JKA ladders. If anyone's interested about the fix, PM me.
  14. This will be redone using ghoul2 viewmodel animation and will look so much cooler.
  15. Viewmodels can now use ghoul2 animation, all thanks to eezstreet. So what does this mean? This means we can now have detailed animations for our first person guns.
  16. Oh geez, is that from my old jedi species pack?
  17. This droid is officially called BB-8. 8 Ball anyone?
  18. The shadows on the model, not the projected shadows on the ground. I'm sure there's ways to blur them, but I certainly wouldn't know how though if I were to take a guess it would be where it does the shadow edges.
  19. Yeah it is crashing Modview, but it works in-game fine so it's really weird. I think you screwed up the surfaces hierarchy somehow.
  20. So you've already chosen your character in a previous menu, and now you just want to display the character model choice as a 3D portrait? If so, you need to add: uiScript "character" to the onOpen part of your menu file. Leave your posted menu snippet stuff as-is, it's fine. I just tested this and it should display what you want.
  21. It's fixed. It works just as if it were an NPC or the player model. Now there's just finding a way to disable those shitty looking self shadows on the models. It has the standard shading + stencil shading.
  22. I decided to play with the ground distance "fudge" factor for stencil shadows and..........
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