-
Posts
463 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by Droidy365
-
-
Really, this isn't actually that different from the regular KotOR Mandalorian that's in MB2 (@@AshuraDX). With a bit of editing, Frankensteining, and reskinning, this could be achieved quite easily, and produce a better result
-
Hey guys, I'm currently working on a mod project called "Sword Art Academy", and I have a Kirito model ported by @@The4thRemnant. However, I know that I'll never be allowed to release it with a ported model. So, perhaps a Frankenstein combined with a bit of extra work for the head and accessories would be better. Could someone take this model, add a few of Kirito's accessories, and make a head that looks like him? (With @@Scerendo's permission, of course) That would be great.
As for the swords, I wouldn't mind having a port of these models for the sake of a placeholder and referencing, but they will need to be properly made too, of course.
And now, reference images:
Elucidator:
Dark Repulser:
Current Ported model:
In-Anime References:
Thanks guys
scp_chaos1 and Smoo like this -
I doubt that map's been ported, there seems to be a lot of brush work. I'm no expert, but I'm pretty sure ported maps are usually models that have been turned into maps, aren't they?
the_raven likes this -
I love the sound of this, but what map editor are you going to add it to? I use GTKRadiant, Idk what other ones there are.
-
Ah, there's probably a conflict, unless you're in MP. Rename the PK3 with a bunch of z's at the front (zzzzzzfilename.pk3)
-
Last thing sorry, how do I use that cool backhand animation?
This might be what you're looking for.
-
-
Also, I wouldn't mind making that first one into a mod - maybe not with the same characters, but make it into some assassin/bounty hunter assassinating a senator.
IMO that would be cool. Who would the Bounty Hunter be though? The Mercs would be replaced with @@JAWSFreelao's Senate Commandos, if he doesn't mind.
Perhaps it could be @@Langerd's bounty hunter in the Bespin map - like a sort of spin-off.
JAWSFreelao likes this -
When I was rather young, I used to do this a lot with the LEGO Games; LEGO Star Wars II, LEGO Pirates of the Caribbean, probably more that I can't think of at the moment.
Sometimes I used to do this with JA, too - though I used the old KotF. Man, this takes me back.
- I remember going around on SJC's EpIII Mustafar as Obi-Wan, fighting Anakin and a bunch of Grans I had spawned in that got in the way - they ruined the cinematic feel of the fight, but they certainly added to the challenge. Then, once Anakin was beaten, there would be a helluva-lotta Grans w/ Thermal Detonators on the way back to the ship.
- In Base JA, I recently made a challenge on Taspir (mp/ffa5) where there were a bunch of enemy Player NPCs with all sorts of different weapons (mostly repeaters), a decent amount of health and a lot of difficulty. I mostly made this for the sake of testing my Crosshair mod that I probably won't be releasing any time soon.
Who knows how I remember all that lol.
Pickles256 likes this -
-
Hey guys, I recently downgraded my Blender to 2.64 for the glm importer, and I can't seem to find the Triangulate Modifier that was in the later versions. Is there a way to get it back, or an alternative? Thanks
Edit: Never mind, just delete this post lol @@Circa
-
I've been wanting something like this for the longest time lol.
Something like
/give weapon_blaster
But instead, it's
/drop weapon_blaster
So on and so forth. (BTW this isn't actually a command, it's just a suggestion)
If there is a command like this, I'd love to see it
Pickles256 likes this -
I figured out a way to make the effect play as they die/disappear! Firstly, I added this line underneath every death animation in animevents.cfg:
BOTH_DEATH1 AEV_EFFECT 83 sao/death_sparks.efx *pelvis 0
Then I made it so that the death animation only had 1 frame in animations.cfg, as the effects were only playing after the death animation was finished.
-
Very close to working, except that the glow seems to disappear when over certain textures and surfaces... I have yet to figure out a proper way to fix this.
The shader is setup like this:
It seems to be doing that whenever the glow goes over a patch or a model in the map. Patches are mostly used for round surfaces like you showed in your screenshots. It's also used for the water in Yavin.
RecklessJames likes this -
-
I was thinking about that but I thought it'd be weird fighting multiple snokes and kylos (up to you tho!)
What do you mean? There's only one Tavion/Kylo and one Desann/Snoke in the map - Tavion/Kylo's a mini-boss, and Desann/Snoke is the final boss.
Pickles256 likes this -
Hmmm, that's interesting. The saber spins faster at Level 3 than it does at other Levels, so it should be in there somewhere. I'm not a coder, so take this with as many grains of salt you like
-
Also, a little fun fact: If you select a weapon other than a saber and use the /saber command, it will change the model of the weapon temporarily. E.g: saber single_1
If you have a pistol out, and you use /saber single_1 single_1, it will put another saber in your left hand and it'll change your animations to look like the cultist commando
I made a saber with the pistol model, sadly it only shoots from one pistol - the other one's just for show. Maybe there's a way to fix this?
-
I'm also replacing Tavion with Kylo and Desann with Snoke, if that's what you're thinking
-
These are all the authors of those mods. I hope they don't mind the ping
-
This actually has a *.map file if you want to use it. Otherwise, just change the NPC files themselves (that's easier lol)
I'm currently working on doing this
Do you want them to have force powers?
-
Also, I wouldn't mind if someone Frankensteined the Cultist hands onto Kirito and made some textures to match, as he seems to have a severe case of boxing-glove-hands. Thanks
-
@@Langerd is making a challenge map fairly similar to this.
-
SAO: Kirito and his Swords
in Mod Requests & Suggestions
Posted
bump