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Omicron

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Everything posted by Omicron

  1. @ I don't recall a Grievus legged maul ever getting uploaded here... Do you have any evidence which shows he made the death Watch Maul? In the comments for it, people said it was a port, and considering he uploaded the ported savage at the same time, I think it's more than likely he ported Maul, even if you can't find it. But maybe I'm wrong about him porting it, perhaps he did make it, but i won't believe that until I see some LEGITIMATE evidence.
  2. Eesh, no need to get so hostile man. I have no idea what you mean by Grievous-legged Maul, unless you mean it's the one he apparently made in Blender. (I don't have, or ever had any evidence to support this claim, but I could be wrong.) The Greivus isn't as much of a loss, considering there is already a good one made by neomarz. So you are going to start calling me a liar huh? I was considering about sending you that Grievous-legged Maul, if it's the same one that he uploaded here, but considering you're being so rude to me, I have decided against it. I apoligised, but you don't seem to accept it at all, and have gone all [angry] on me and AshuraDX.
  3. I'd like to apoligise now to the uploader's of the files which got removed due to me giving examples of ported content, had I known such drastic measures would have been taken, I probably would have kept my mouth shut, or atleast been vague about the existence of those mods here. :\
  4. So as the title says, I'm trying to make a texture have forced RGB, but whenever I do it, it makes it fullbright. I'm doing this for teamskins, as I want to use a specific shade of red and blue. Here is how it should look: https://www.dropbox.com/s/rruro6qgnwf3vff/shot2013-12-31_13-50-06.jpg (That's me typing the colour codes in the console without the forced rgb line) This is how it looks when I make the shader tell it to use that colour: https://www.dropbox.com/s/2jtd30k5smy1nmq/shot2013-12-31_13-46-48.jpg As you can see, the shader then makes it go into fullbright, which I don't want, I want it to look like how it does in the first image. And here is my shader, with the normal RGB (not forced) and the forced blue rgb. I also added comment lines to show what is going on in it. // Normal RGB - Default Skin models/players/omicron_tm/textures/head { { map models/players/omicron_tm/textures/heada1 //What I don't want to change colour rgbGen lightingDiffuse } { map models/players/omicron_tm/textures/headb1 //What I do want to change colour blendFunc GL_ONE GL_ONE rgbGen lightingDiffuseEntity } { map gfx/models/omicron_tm/head_spec //Spec blendFunc GL_SRC_ALPHA GL_ONE alphaGen lightingSpecular detail } } //Blue forced RGB - Blue Team skin models/players/omicron_tm/textures/head_blue //Worth noting that this texture doesn't actually exist, //but I made the .skin file point to it. { { map models/players/omicron_tm/textures/heada1 //What I don't want to change colour rgbGen lightingDiffuse } { map models/players/omicron_tm/textures/headb1 //What I do want to change colour blendFunc GL_ONE GL_ONE rgbGen lightingDiffuseEntity rgbGen const ( 0.000000 0.500000 1.000000 ) //The RGB values - 0, 128, 255 } { map gfx/models/omicron_tm/head_spec //Spec blendFunc GL_SRC_ALPHA GL_ONE alphaGen lightingSpecular detail } } I followed what was done in this tutorial, but I can't work out why it goes into fullbright. The specular part isn't from the tutorial btw. If someone could help me, I would really appreciate it!
  5. KotOR just arrived! Going to start playing it later this evening.

    1. Kessno

      Kessno

      Enjoy it! That's a game that leaves an impression on you the first time through the storyline.

    2. Flynn

      Flynn

      I play it and it crashes every 20 min :(

  6. I would personally make the glow slightly less intense in brightness, and/or make it less blury, so you can see a more clear cut line between the differant glowing segments, like the vents on the helmet. So instead of making it one glowing strip, it's lots of glowing vents so to speak.
  7. Why does it say next to 'Reply to this Topic', 'Topic Moderation'? It says I can delete this topic... https://www.dropbox.com/s/yyp1z7dib0yptpb/Screenshot%202013-12-31%2012.54.46.png
  8. hmm, I had a look at that, but it only changed the stance, not the colours. Thanks anyway tho!
  9. NP, could you send me that demo? It looks hilarious XD
  10. Perhaps ported models on this site should be hosted not by JKH officially, but we provide a link to them, but it is separate from the JKHub dropbox. This could prevent JKHub from going into some deep shit, but still allow people to access them, but I'm not sure about the legality of this from JKhub's pov.
  11. Hmm, my skin will probably have to not get approved, as I think the model is from KotOR, but the textures I made.
  12. Opress: http://tf3dm.com/3d-model/savage-opress-39959.html Can't find where the maul one is from, but a few people said it was a port in the comments the Fallout model, I think used textures from a mod.
  13. http://jkhub.org/files/file/1640-new-vegas-ncr-veteran-armor/ http://jkhub.org/files/file/1477-general-grievous/ http://jkhub.org/files/file/1497-death-watch-maul/ <==Not ported from a videogame, but still taken without permission http://jkhub.org/files/file/1498-savage-opress/ <==Same as above http://jkhub.org/files/file/501-predator/ There are possibly others as well, but those were the main ones that came to mind. I don't have much against ports, but you probably do, as they can lead to legal issues and such. :/
  14. It's due to joining a ja+ server before loading it in the menu, so fonts and animations can get messed up. Putting the font mod in your japlus folder as well should fix it.
  15. But yet, we do have ports on the site...
  16. FOV is Field of View. It's basically how much you can see round about you, but as red said, SP has no fov limit unlike MP. MP movement is much better than Sp movement in my opinion, I think SP has a slower acceleration, your speed halves when you jump, and you tend to slide more, as in stopping is slower. Lua is a programming language, but JA++ and JKG support plugins made in lua. OJK doesn't support increased fov limit in MP or lua plugins.
  17. Going to see the Hobbit part 2 now.

    1. Show previous comments  3 more
    2. katanamaru

      katanamaru

      I'm going to wait till they are all out.

    3. therfiles

      therfiles

      How was it, Omicron?

    4. Omicron

      Omicron

      Well, they did an awesome work for the SGI, quite more than they used in the last film. A lot of great (funny) action, and Peter Jackson made a cameo appearance at the beginning. Also, the way in which they ended it really makes me cannot wait to be in 2014. So i would say it was very worthwhile going to see it.

  18. Probably better asking Razor or eez, as I know nothing about lua. It may not have much use for sp though.
  19. Ah ok, fair enough.
  20. The only model I would be interested to have ported from BF would be the maul one. And is legal to port from BF 1 and 2? Cause LucasArts and Pandemic are both gone, so would it be disney who claim the rights to it now?
  21. That bug gif reminded me of this:
  22. http://jkhub.org/topic/3229-sabers-hitbox/ That^ would be kinda nice. Removing the fov limitHaving MP movement, or atleast something similar like Razor did on his speedrunsEnabling lua plugins (JKg and JA++ have this)Increasing the number of species, npcs, vehicles, etc allowed
  23. I would like to be able to see the hitbox in jka, it would help alot with practicing sabreing, and where to aim. Perhaps as a toggle-able cvar or something for it would be nice, nut not sure how possible that is.
  24. I had assumed it was the link on Moddb
  25. Well generally, the most popular clientside mod is ja+(+), and @@Raz0r released the source for that awhile back, but I wouldn't imagine it would be that easy to merge the it with your code, unless I'm mistaken.
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