

undeadslayer
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Everything posted by undeadslayer
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Would it be possible to ge "The Dark Saber" mod on single player
undeadslayer replied to q2405's topic in Modding Assistance
That's ok, when in doubt you could post in the general mods section if you aren't sure. I'm fairly new to the creation part myself. Your welcome, I'm sure you will enjoy them. Well congrats on figuring it out. I haven't done any melee weapons yet, I'm more of a map, so I could tell you how to do it. -
Would it be possible to ge "The Dark Saber" mod on single player
undeadslayer replied to q2405's topic in Modding Assistance
@q2405 First of all, this sounds more like request this section is only for those who are modders that need assistance with their work. Secondly there are two other mods out that have the dark saber. Either download movie duels remastered mod or kotf galactic legacy mod. -
@SomaZ I do have one more question, I can't seem to get the bps to export to map format. I keep getting this error: How do I fix this so I can export the map?
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@SomaZ So I did a reinstall of the addon and it worked this time around, Thank you.
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@SomaZ I checked that before I went to work the version matched the latest pach. When I get home from work, I'll trying install it again and see if that will fix it; but I'm pretty sure it's not going to make a difference.
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[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
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@mrwonko Thank you for the help. I was able to import the weapon and paint it, the painted weapon is now in the DF mod. @SomaZ I do have the latest version of that. Blender is saying Attributeerror: 'mesh' object has no attribute 'use_auto_smooth'. How do I fix this?
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[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
Hello everyone, I know it's been a while since I posted anything in this form, I've been busy with work and other things. I just wanted to give a quick update on where I'm at in the project. Currently, I got the level transitions Ramshed and Robotics levels to work. Just in case you forgot, I got the phase 2 dark trooper model to work with the mod. I'm still mapping the Nar Shadda level, I still have a little bit to go. With all of that being said, since it is still only me working on the project, I don't know when I will have time to work on this. So let's put this with a vote, would you rather wait for more in the udate, Or would you rather have what been done of late? Until next time, undeadslayer signing off. -
I'm trying to import a bsp file into blender. I'm using the 4.2 version. every time I import the bps the map doesn't show up and I get this error message in the log: How do I fix this? Also when I import glm(weapon) file I get this error message in the log: Is there a specific place I need to have the files or does it not matter?
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I was wondering how I would go about doing a alt fire that stuns npcs? If you recall, this was seen in A New Hope movie Here: I know there's going to be coding involed and I will have to make the projectile I just need to be pointed in the right direction.
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Is it possible to adjust weapons behaviour in a mod?
undeadslayer replied to Cellprocesses's topic in Coding and Scripts
@KyleFan Sorry it didn't work hopefully you made a backup of the wepon data file. You are probably right in the game's coding needs to be changed, I think OpenJK will allow you to look at the coding itself. If manage to figure this out, please let me know and Good luck. -
Is it possible to adjust weapons behaviour in a mod?
undeadslayer replied to Cellprocesses's topic in Coding and Scripts
It's not that difficult. Make sure you make a backup of weapon data file in case of that problem. I got the code right here, just take out the existing TD code out and put this one in: // WP_THERMAL { weapontype WP_THERMAL weaponclass weapon_thermal weaponmodel models/weapons2/thermal/thermal.md3 weaponIcon gfx/hud/w_icon_thermal ammotype 3 ammolowcount 1 energypershot 3 firetime 600 range 8192 altenergypershot 3 altfiretime 800 altrange 8192 missileModel models/weapons2/thermal/thermal_proj.md3 altmissileModel models/weapons2/thermal/thermal_proj.md3 barrelcount 0 chargesound sound/weapons/thermal/charge.wav chargeforce fffx/weapons/thermal/charge altchargesound sound/weapons/thermal/charge.wav altchargeforce fffx/weapons/disruptor/altcharge selectSound sound/weapons/thermal/select.wav selectforce fffx/weapons/thermal/select muzzleEffect thermal/muzzle_flash } Hope this works. -
Is it possible to adjust weapons behaviour in a mod?
undeadslayer replied to Cellprocesses's topic in Coding and Scripts
I can confirm it is possible to change the effects of a weapon by changing the code in the weapons data file. I tested this with the disruptor/concusion rifle for the Dark Forces mod. -
[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
Sorry for being away for so long everyone got some screenshots of Nar Shadda for you as an apology. More to come soon. -
[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
So, would you prefer live videos(twitch) or videos to watch later(YouTube)? Please vote for one, those who are interested. -
[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
I don't know if anyone would be interested this or not, it never hurts to ask. I was thinking of posting video work on the mod's progress either on youtube or twitch. -
[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
Thank you, more to come later. -
[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
Hi all, I want mention a few things that are in the works at the moment, but before that let's discuss the poll. The poll is closed, I'm a bit surprised that no one else voted. So here is what I'm going to do, I'm going do a combo of option 1 and 2 (that was the voice actors/actress and rip the audio from the radio drama.) If you want to audition for a character please send me a private message. With that out of the way, lets get to the other topics.: 1.) So I sent a message to the Galactic Legacy team and asked them for the use for specific npcs, shoutout to @Chansta for the suggestion if you haven't seen the dark forces mod walkthrough on youtube please go watch it. Anyway, They approved the use of the npcs, I already got the one working with the mod: As you can see they are pretty aggressive. Still trying to get the audio for this character to work, but rest assured it will work for the mods' next update. 2.) I have started work on a couple of different maps, Impcity and Arc. The progress is not much but here are some screenshots anyway: The drop off point of the level (this part was actually done by the original team.) This building has the first secret area. Like I said not much but it's a start and it's defiantly better than going silent on people about the mod, looking at you youtuber STEFR. Seriously four years is too long, they bit off more than they could chew. Anyway, that's all until next time, may the force be with you. -
[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
Hi all, I've got some screenshots of what I've been working on for the mod. I just want to touch on one thing which is the poll. Currently there is three way tie as the votes stand so far: Option 1: 1 vote, Option 2: 1 vote, and Option 3; 1 vote. The poll is still open until the 20( just write which option you want to see implemented in the mod). If no one else votes I will extended the poll a couple of weeks just to give people more time. Anyways, with that being out of the way on to the next item. Currently I am working on a rework of SecBase level(Operation Skyhook). I would put the mapping part about 50% complete, while the other aspects I haven't started on, such as cutscenes, scripts, ect. Here are the screenshots as promised, Note: the level layout is NOT final and is subject to change depending on the brush count, also excuse the quality of the photos this WILL NOT look like this in game. Here is where the new spawn point will be outside of the base. As soon as you walk out of the hanger there will be a cutscene(Not Implemented yet). Another cutscene will play here at the monastery(yes it does look like a church). Here is the local cantina( yes that is the cantina from the tally level). There will be a cutscene here too. That's it for the screenshots, until next time may the force be with you. -
Visas Marr and Handmaiden for Movie Duels II
undeadslayer replied to JohnyMetaleiro2's topic in Mod Requests & Suggestions
@JohnyMetaleiro2 Those skins/player models have already been made. The Galactic Legacy mod has them. You can download the mod here: https://www.moddb.com/mods/swgl/downloads/star-wars-galactic-legacy-part-1-of-2 -
[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
The verison I posted on here have levels 7,8, part of 11, and level 13. The levels won't transition by themselves you will have to load them through the console. -
[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
Thank you, good luck on trying to fix the glitches in the Nemesis of Katarn mod. -
[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
I know their was some people following the videos, that never resulted in any advancement, that never played the original because of the graphics but were intrigued by the story. Oh, okay. Yes I plan on incorporating most of the story from the book. I always got the impression from the game that Kyle was with the alliance for a long time, I want to correct that. I would like to add three additional levels prior to the Danuta level and add stuff to that level as well. -
[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
Knowing my luck the audio would probably unusable by that point. That was the plot hole I was talking about. Though I wasn't going mention that Kyle ran into Boba Fett on that mission incase the people that never played the game came across this form got spoilers (yes their are people out their that don't know the story). If it was just my decision I"d go with the voice acting option. A lot of game creators ignore their fans, just look at "The Last of US part 2" debacle as an example. If poll results in the voice acting route, you defiantly can have the Hungarian version of Kyle. -
[WIP] Dark Forces mod remaster project
undeadslayer replied to undeadslayer's topic in WIPs, Teasers & Releases
I totally agree with you on that. Having your own voice be used without your consent should be a concern for everyone, not just the voice actors and actress. For me, personally I think we ought stay far away from AI technology; look no further than Lobo art AI incident as proof. The only reason why I put that on the poll because of popular demand, stupid I know.