The website was recently updated, and consequently some things are broken. We will be fixing minor theme bugs in the background over the course of the next few days.
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Gender
Male
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Location
Australia
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Modding Interests
Mapper
Texture Artist
General Modding -
Gaming Specialty
Siege
Moviebattles 2
FFA
TFFA
Singleplayer -
Operating System
Windows 10
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Steam
Droidy365
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Droidy365#5556
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tinny liked a post in a topic: Shoot Dodge mod (inspired by Max Payne)
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Shoot Dodge mod (inspired by Max Payne)
Droidy365 replied to tinny's topic in WIPs, Teasers & Releases
Yeah, pretty much that concept, with 360° movement (or at least forward, back, left, right and diagonal). The camera doesn't drop and the controls are more responsive. Usually, it's bound to a key separate from the crouch button like ALT or X (maybe C? Is there anyone who doesn't bind crouch to CTRL?) to avoid accidentally crouching instead of rolling, though there might be a way around this if that's not something we want. By default, tapping the roll key will roll you forward, even if you're not moving forward. Moving in other directions will make you roll in that direction. When you're roll -
Droidy365 liked a post in a topic: Shoot Dodge mod (inspired by Max Payne)
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Well, that looks a hundred times better than the one I was working on 😄 Nice work mate. Textures are obviously still a WIP.
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Droidy365 liked a post in a topic: Republic Commando lightsaber
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Adam Paperly liked a comment on a file: Jar Jar pack
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Droidy365 started following Shoot Dodge mod (inspired by Max Payne) and Republic Commando lightsaber
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Interesting, I don't think I ever knew about this. Can you please send me the model file? I should be able to rig this to work in game and add some improvements to the textures and model. EDIT: It may actually be as simple as remodelling and reskinning Luke's saber.
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Shoot Dodge mod (inspired by Max Payne)
Droidy365 replied to tinny's topic in WIPs, Teasers & Releases
This is a really cool addition to gameplay! Just out of curiosity, would it be possible to change the vanilla rolling to essentially work like Dark Souls? Basically, being able to roll at any angle and quickly recover to lead into an attack. This would add an interesting layer of depth to both lightsaber and blaster combat, and it would compliment this dive ability really well. If possible, have it so that it doesn't kill momentum too much if you're going at full speed too, as that's something I always found annoying about rolling and wall running in Vanilla. -
Droidy365 liked a post in a topic: Shoot Dodge mod (inspired by Max Payne)
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Droidy365 liked a post in a topic: Shoot Dodge mod (inspired by Max Payne)
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Droidy365 started following Jar Jar pack
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- 3 comments
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Droidy365 started following How do I spawn THIS item?!, Hosting JKA/JKO servers for free, Porting Projects and 4 others
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Droidy365 liked a post in a topic: Hosting JKA/JKO servers for free
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Droidy365 liked a review on a file: Palpatine from the Rise of Skywalker
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Droidy365 liked a post in a topic: OpenJK licencing question
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DarthValeria liked a post in a topic: Porting Projects
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Could you please port this model for me? https://www.models-resource.com/pc_computer/rwbygrimmeclipse/model/38871/ I can make the shaders if you like ?
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I was also wondering about the same thing. I've started work on a project to make an original game based on JKA's framework, using assets made by me and some royalty free models. However, I'm unsure on the legality of this whole thing.
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Well, I do have some (albeit very limited) knowledge of porting models as weapons. I mostly work with sabers, but I have made one that was a blaster pistol. What sort of weapon are we dealing with here?
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Droidy365 liked a post in a topic: B1 Battle droid Revamp
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Droidy365 liked a post in a topic: B1 Battle droid Revamp
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Ruby Rose RWBY Grimm Eclipse Port
Droidy365 replied to Droidy365's topic in Mod Requests & Suggestions
Oh I see, that makes sense. So probably no cel-shading, haha. The model has a fairly high poly count. -
Droidy365 liked a post in a topic: Ruby Rose RWBY Grimm Eclipse Port
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So for the most part, this worked great! However, the audio sounded demonic... I don't know what went wrong... It may be worth mentioning that my video was .mp4 format.
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Hello there! I've come here to request that someone ports this model for me. It would be great if it could have cel-shading, though it's not 100% necessary. I can make a shader for her that'll look pretty close to the look of the show by removing shading and adding a glow effect to the skin. I've already made her scythe and attempted to port this model myself, but I haven't really had much luck, due to the fact that I'm not too good at adjusting poses. I'm aware that the model will likely have to be decimated quite a bit to work within the triangle limits of JKA.
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kibasennin liked a post in a topic: How do I spawn THIS item?!
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I've experimented with these in GTKRadiant before. They're apparently classed as misc_model_breakable. Not sure if you can spawn that in-game or not.
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They are tags, not bones. Two little triangles on the hands. It's a possibility that it may have been flipped around somehow. In blender, select the triangle on the right hand. Go into Edit mode, Press R to open up the Rotate menu. Then press either X, Y or Z to rotate along the appropriate axis. After that, type 180 (you don't need to click anywhere) and hit enter.
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Looking for (female) Voice Actors: Holocrons of the Sith
Droidy365 replied to dark soul's topic in Mod Requests & Suggestions
This is really cool! Only thing I'm a bit unsure of is the male voice actor... No offence, but it seems a bit corny in some places and there are quite a few mispronounced words as well. Kinda takes me out of it a bit. The use of the word "thy" is a bit awkward as well. Also the scene with the chiss (Thrawn?) and the troopers walking at 0:37 in the second video goes on for a little bit too long IMO, but that's just nitpicking. Other than that, it's great! Also, a good place to find voice actors for projects is r/RecordThisForFree. You may be able to find some people there. Looking forward -
I myself have done something similar to this (via Noesis) and it's useful because textures stay aligned when the map is converted to a model. For collision, you can simply decompile the map and convert most of the textures to physics clip. At least, that's what I do. The only real problem I've found with this is that the lighting is a little bit messed up in some places, mostly on the floors.