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Droidy365

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Everything posted by Droidy365

  1. I may or may not have used a few alternate email accounts to renew my free 30 day trials
  2. So hey, decided to bump this old thing because it's relevant again.
  3. Hello there! I just found this model from Mario & Sonic 2016. The MidPoly version has a fairly reasonable poly count. AFAIK, its textures aren't actually mapped for some reason, but they're all in there. It even has its own skeleton that seems to be properly rigged, just waiting for someone to make a simple animation. I'll happily make a soundset for him to annoy the shit out of everyone
  4. Lmao, I legit had the idea for a Gonk Droid with guns the other day. I've been working on a game in gamemaker with Gonk Droids, and was gonna make a Gonk Droid with dual pistols in JKA
  5. It would be cool to have mod support, yeah. Or even just DLC would be nice. It would be cool to see something new come out of these games. Perhaps a sequel could even be a possibility, if it sells well.
  6. So two questions: 1: How is progress going with your SP mod? 2: Would you consider releasing the dialogue system? I was thinking about using it for a few things myself
  7. True, but I do feel like it somehow fits, too. I don't know what happens, as I haven't gotten around to playing the mod yet. However, as far as I know it's set around the time of Return of the Jedi in an alternate timeline. Revenge of the Jedi was the alternate title.
  8. Another thing that would be amazing, but probably won't happen in a million years: Ray Tracing/Path Tracing
  9. I feel like Force Lightning Level 2 should have a sort of knockdown effect to most enemies, kinda like this: https://youtu.be/rlRJLcy8NsA?t=17 Basically the same thing jumping on them does (which in itself is pretty stupid) Lightning Level 3 should do the same, but then ragdoll them after killing them (much like the base game does) Lightning Level 1 should just be replaced entirely with the regular level 2, but less shitty. The higher level enemies, such as Reborn/Reborn Masters should be mostly immune to the knockdown effect, whereas Cultists and the like should be knocked down. Stormtroopers would probably die from Level 2 and above.
  10. Holy shit, is it really that old now? Bloody hell...
  11. That looks like a Normal Mapping thing. No idea if that's possible under the JKA engine or not.
  12. I know what you mean, I think you explained it pretty well. I'd imagine it would be possible with a bit of coding. It's likely a set value that can easily be changed. I could be completely wrong about this, as I know very little about coding.
  13. Have you tried using the map list as a test? Did that crash too? What mods do you have installed? Normally this kind of error is a texture issue, in my experience.
  14. I remember I was trying to do this once, with a pistol weapon. If I remember correctly, the Force Crystals did nothing either. I wound up just giving up towards the end. Sorry, this isn't a very helpful answer lol. As Asgarath said, it's probably possible with coding. I'd imagine there would be a way to make it act as a force power does with draining force power. Another option could be to try and replace Force Lightning, either by modding effects, or by changing the code for it too.
  15. Normal maps, they can really bring textures to life.
  16. For the kicks, you could edit the .sab files for the sabers, and add the tag noKicks 1 Doing this won't affect the player, but it should affect the NPCs. As for Kyle, only thing I can think of is changing his CLASS. I would change it to CLASS_DESANN Because it's a boss class. Kyle may behave slightly differently, but he should be fine.
  17. strings/English/sp_ingame.str in assets0 is what you're looking for. Copy that, open it and press CTRL + F and type "Blaster" (without quotes of course) Once you've finished, create a pk3 file. To do this, make a zip file and rename zip to pk3. Put the str file in the same directory that I previously mentioned inside the new pk3, and drop it into Base.
  18. yawSpeed won't, but it doesn't hurt to play around with runSpeed. I might experiment a little, myself.
  19. I would say to decrease runSpeed, and yawSpeed too, for good measure. runSpeed is self explanatory, yawSpeed is how fast he turns around.
  20. IMPORTANT: Make sure you don't overwrite the assets#.pk3 files. Make a new pk3 file by making a new zip folder and renaming "zip" to "pk3" If you like, put a z before the pk3's filename to make sure that it'll be loaded first (although this shouldn't be an issue)
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