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Droidy365

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Everything posted by Droidy365

  1. Maybe you could have him sorta swing his arms to propel him forward?
  2. Am I allowed to bump this again?
  3. You could also find a way to implement this mod via menus.
  4. Huh, that's strange. I could have sworn it was your mod It turns out it was actually @@Hirmanator that made the mod. Maybe you recorded a video about it? Either way, sorry about the confusion
  5. In the mean time while @@Rooxon is making those amazing swords, could someone make a model for Kirito as well? Thanks guys EDIT: @@Circa I've been using your Clone Wars Animations for this mod. I was wondering if you could make an animation for Kirito's signature move: Starburst Stream. This will be replacing the Dual Kata. I can't provide a clip at the moment, as I'm on mobile data, but I'd imagine you could find some references.
  6. Ah, okay lol. I had a feeling it was something like that. By the way, are you gonna be uploading these to the Downloads section?
  7. Holy crap, that looks awesome! One small bit of feedback though: I know the textures for Dark Repulser aren't finished and are just placeholders, but IMO you should make it a lighter shade of blue.
  8. 805 downloads

    This is just a simple little mod that replaces the Lightsaber Blades to give them a nicer look, because there's totally not enough of those around the place Still, I just thought I'd add these to the pile of Saber Blade mods. Have fun and let me know what you think BUGS: - This mod may interfere with other Saber Blade mods and cause a conflict. Add a comment on the mod page or PM me on JKHub if you somehow find any other bugs.
  9. This looks great! Slightly off topic though - What time are the servers online? My server list always comes up blank. Australian time zone btw.
  10. Yeah, I think they forgot about that
  11. Oddly enough, I couldn't get force mod's modelscale to work Besides, I'd rather not have some big mod for such a small feature that should have been in the vanilla game.
  12. Looks pretty damn cool so far! I look forward to playing it and seeing future updates
  13. Hey guys, could someone write some code for model scaling? How I want this to work: Similar to sounds.cfg in the models, scale.cfg will set the scale of the model. The scaling will work exactly the same way as it does with NPCs, with 100 being the default. For example: a scale of 75 would make you as small as a Jawa. Perhaps there could be a server option to disable model scaling? I don't know. But I feel that a lot of people would benefit from something like this. Thanks guys EDIT: Oh, and maybe add a way to easily change the animations? Thanks again
  14. Because timezones are a pain in the ass, and I'm having trouble setting up 3DS Max (and I'd rather use Blender if possible, anyway) I might bump this post.
  15. These could be reskinned: https://jkhub.org/files/file/637-minecraft-wooden-weapons/ Wooden't be too hard to do.
  16. Huh, that's interesting. Did you spawn it in, or was it the one in T3_Stamp? That one's scripted to never die. With the Vanilla Mutant Rancor, I've been able to kill it using dual sabers in SP whenever I spawned it.
  17. I feel like I've seen that in one of the Tatooine maps. Perhaps in the old KotF? Idk, maybe I'm remembering wrong. I'm not sure if it's in KotF 2.1 or not.
  18. These look great! I hope to see more great things in the future
  19. *cough* Porkins *cough*
  20. Also, I feel like it's worth mentioning that the sab2 soundset actually works really well for the Bespin Cops. Perhaps that can be used for some variation. Another thing, please remove the "Don't shoot - where on your side!", I feel like it really takes away from the experience. When they are on your side, it makes sense; it's there to let you know that you're shooting your allies (friendly fire). None of the base/vanilla enemies have ffwarn or ffturn sounds because of this reason.
  21. R.I.P Escape Yavin IV REVAMPED May 19 2017 - 16 June 2017
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