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Posts posted by Angel Soul
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Or 1. LOL
Basically, what I would love to see is three more "new" force powers to be used in Single Player. Or should I say, my littlebrother would Love this. I make this request for him.He would Love to have Tavion's invincibility move as a Force Power of its own. So, I hope and wish that someone could make some sort of mini-mod containing Tavion's moves, as separate powers.
Here's a small description:
- Tavions invincibility (Light Side power, uses Team Heal icon) *most important*
- Tavions crazy ground pound super smash move (Neutral power, uses Saber offence icon)
- Tavions death ray move with the scepter (Dark Side power, uses Energize icon)
Anyone intressted? I'd be mighty grateful for this boys! -
I only flipped it in blender to test things out, you'll have to make the change yourself. Currently I'm adding a slight extra offset (of 1 unit) out from the hips tag, but that might change in the future.
Here's the new release for Mac/Windows (39.6MB). If you don't already have it (and you're on Windows) you'll need the MSVC++ 2010 redistributable (http://www.microsoft.com/en-gb/download/details.aspx?id=5555)
Features and Commands• All OpenJK features and fixes.• RGB Sabers The can be set in the menus or by setting the sabercolor to a hex code in the console - for example "/sabercolor 1 xff0000" will set the first lightsaber blade to be red. It should be possible to set the sabercolours of NPCs by setting their sabercolor to a hex code in the .npc file.• SFX Sabers SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1.• Ignition Flare A lightsaber ignition flare can be enabled in the console by setting cg_ignitionFlare to 1.• Custom Sabers Now lightsabers can be customised like the player species. An example customisable hilt is included thanks to AshuraDX.• Saber Holsters Lightsabers are now holstered when not in use. A tag_holsterorigin can be added to a hilt for better placement. Adding "holsterPlace <none/hips/back>" in the .sab file specifies where a hilt will be holstered.• Headswapping Several new heads are available for the human male and human female species. You can add your own heads - see the .headswap files in the sp_custom.pk3 for examples. NPCs can have heads set using the playerHeadModel and customHeadSkin commands in their .npc file.• Better Entity Spawning The /spawn command now supports entity keys, e.g. "spawn fx_runner fxFile the/file".• Raz0r's MP Movement Raz0r's MP-style movement from the SP speedrun version can be enabled by getting g_MPmovement to 1.• Extra Player Tints (Unused) Playermodels are able to have multiple tints. If you enter “newPlayerTint 0 <R> <G> <B>”, any shader stages for the player with “rgbGen lightingDiffuseEntity 0” will be tinted to this colour rather than the usual.• Ghoul2 view models First person view weapon models are now allowed to use .glm models using eezstreet's code.• Detachable E-Web The player can detach an E-Web from its mount by pressing the Use Force button whilst using it.• Improved jedi_hm DT's very nice improved Human Male jedi is included.• Katarn Saberstyle A gun / saber stance. Not completely ready yet, but you play around with it (with cheats enabled) by doing "give weapon_bryar_pistol" and then "setsaberstyle katarn" in the console.• Saberthrow Saberthrow is now a force power.CreditsThanks to AJL for the SFX Sabers stuff (including SFX_Sabers.pk3). Thanks to @@Circa for the icons for the new heads. Thanks to @@Raz0r for the MP-style movement code. Thanks to @@AshuraDX for the saber hilt. Thanks to @@DT85 for the improved jedi_hm. Thanks to the JKG team for the unstable saber blade graphics and shaders. Thanks to @@eezstreet for the Ghoul 2 weapon view model code. Thanks to the OpenJK maintainers and contributors.Let me know if anything doesn't work etc. The hud stuff hopefully will be working properly now @@therfiles as it's fixed (afaik) in OpenJK now.I just checked it. For me, it crashed on Yavin1b when I was skipping cinematic. xD LOL I will retry again soon. Ehmm... how do I bind a key to use saber throw?
Oh, and also, just an idea if you plan on future releases - saber secondary attack could be a manual block or a stronger DF2/MotS style attack or something.
EDIT: Yep. It still crashes for me when I was skipping cinematic. Also, stormies didn't have weapons, and I got some odd message comming up. Here are screenshots.
https://www.dropbox.com/sh/f1dzklmld1az6qq/AADgym8OLi3op8TvEH0oLwi4a?dl=0
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Started working on a new model for Quinlan Vos since I got some free time over christmas.
Still very much a Work in progress, right now.
I'll be doing two versions one for Jedi Academy obviously, and another one my personal work - which will simply have the addition of more shaders, like normal maps and reflective maps etc.
I'll be keeping to the Jan Duursema version of him, but with more realistic textures rather than comic booky.
I'm aiming to do various different versions:
- Standard Jedi Robes
- Clone Wars Undercover Outfit, sleeved and unsleeved
- Padawan Version
- Siege of Saleucami Outfit
- Order 66
- Older Voss
But we'll see what I get done.
So far I've modelled his head:
JKA Version:
Personal:
Next stage, going to be working on his Jedi Robes and then cleaning up his face textures.
That's sick! Fantastic dude! Fantastic!
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In JKA Shader files, it's pretty easy to wrap a texture around any other texture and make it animated and stuff like that (especially with ShaderEd), but I'm not really sure what exactly you wish to do (probably one of those bad moments where I don't understand everything, not being an english native speaker). And I'm also not sure that all shader options would work with HUD elements, I have never yet tried it out. But it'd be cool to make the life/force/ammo bars glow or something
LOLOL!! Don't worry dude. I'm probably not explaining well enough! Your English is excellent! (Comes from another non-English-native speaker )
Anyhow... what I wish to do is basically give the textured bars like animated smoke-like glow.
If you check here, from 2:49 and onward... (you can skip a little. It's pretty long vid). 6:14 shows the boss bar. This video shows the kind of effects animated on the bars. This smokey, like thingy. I could make these textures.
I got pretty decent brushes. Only need to know how to use them on the bars.
https://www.youtube.com/watch?feature=player_detailpage&v=wkypAvJDl-g
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@@Angel Soul you still need shader help? I can help you out, if you need anything.
Maybe bro LOL I've seen that icons can be shadered. And certanly this must hold true to the HUD graphics as well. Is it possible to wrap a tileable texture around another 2D .TGA graphics which has a mask on?
I was hoping to be able to animate the bars themselves! Heh
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ROFL!!!! xD xD Looks like something taken from Robocop movies! LOLOL!
Oooh! One idea I had (may be too late) is the whole jailbreak HUD thing. I'd love to add more elements to a HUD .menu, but it's hardcoded, so it only looks for certain UI elements. The ability to add things that can be manipulated through CVAR checks and the like would be soooo sweet! The inflexibility of the HUD holds me back on a lot of projects!
Yeah, you got that right. Sheesh - I wanted to make my Castlevania: Lords of Shadow HUD animated and as nicey as it is in the Castlevania game, but there's just so much you can't do with the HUD coding.
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For the next release I'll just use the ignition flare I showed (but with the right colour), but I might well put the nicer ones in later, thanks @@Serenity937. That means things are looking a bit like this:
Changes since last release:
- Small bugfixes
- Saberthrow is now a force power - use it with +button9
- Better saber holster placement
- Nicer RGB saber menus
- Added ignition flare
- Added @@DT85's nicer jedi_hm
- An early version of katarn saberstyle
- Adjustable saber radius for SFX sabers
WIP / todo - some may be for later releases:
- sabercolorRGB field for .npc and .sab files, so they can still have roughly the correct colour in base
- saber crystals - have done black sabers so far but haven't finished up the mechanics entirely. idea as in JK:E discussions: you'll be able to pick some crystals up in secret areas that allow you to have special sabers when building saber #2, like the darksaber and unstable blades
- RGB sliders in player menus
- ragdoll mode with head swaps is a little broken
- fix tag_holsterorigin eventually
- custom saber issues in saber menus past the first
- option to not holster a saber in .sab file
- being able to detach the eweb from the mount and carry it round have messed around with this a bit
- show SFX sabers in menus
- add menus for all the cvars I've added
Any ideas / suggestions / things I've missed?
Hmm... that crystal idea is pretty damn awesome. Yes please, put that in!
Think you could expand what you can do with .sab files? Like ability to regenerate Force, Health, Shield and some such?
And like increasing maximum amount of Force, Health, Shield? Would be cool methinks.
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What about makermod? I enjoy building ships and bases. Many times people use these to RP themselves. I built an entire hotel on a server, and had the players move in and decorate their own rooms. Then I had a UFO come and invade the hotel with aliens (trandoshans, weequays, etc) .
ROFLMAOOOOOOOOOOOO!!!! xD xD xD Eeeeeeeeviiiiiiiiiiil :D hahaha
Onysfx likes this -
Rooxon likes this
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Here's the ignition flare..I'm wondering if it should be whiter or slightly tinted to the saber colour.
Mmmm... the saber flare looks just great! I just think that the flare color should be same to that of the saber.
BruceJohnJenner and Rooxon like this -
I've now added ignition flares and cvars to change the size of the core/glow for SFX sabers. I've also got the gun/saber style working a little better. Anything else need doing before release?
Woot! That sounds real cool. Nothing I can think of at the moment. When you feel ready for releasing it, I can download it and play through SP with it and see what I come up with.
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Seems like all here like Metal :D Lot of Metal guys!
https://www.youtube.com/watch?v=2xZfTcrq8nA -
Any update on this mod yet?
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Apparently it is. More precisely, it all seems to be in gfx/effects/sabers/, including the shorter saber trails.
Ahahahah unbelievable! I found it! :D I've been searching for months and now I found it. hahahaha!
Here it is:
http://jediknight3.filefront.com/file/Realistic_Sabers_and_Sounds;61255
This one works only in MP (it says, haven't tested SP). All you have to do is put the first "cgamex86.dll" in your base folder and you're done to go!
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Haven't heard of any MB2 "Conversion Pack", but in case you have to do it yourself, apparently, the blade effects in MB2 are in the MBAssets2.pk3. I checked an old version though, so I could be wrong about it.
About the physics, if you mean the sabers bouncing on the walls it can be done editing the .sab files, adding the line bounceOnWalls 1. Additionally, the .sab files are in the MBHilts.pk3 - again, checked on an old version, so I could be wrong. It doesn't make the single-player lightsabers bouncing on walls though.
I forgot what the topic was all about, all I know is that it was released in a zip, and I can no longer find it. The links show 404 all the time. As in physics, I meant as in saber trails The behaviour of the saber blade/core and so on. I think it looks the best. Just like the EP3 lightsabers. But in MBAssets2.pk3 you say? Is it stored there? I seriously have no clue what I am looking for in it.
Ramikad likes this -
Hey,
Does anyone know where I can find the file which changes the saber blades and their physics like that of MB2? I've found someone putting it out on internet some year or so ago... but I lost the file since then, and haven't been able to find it. It was like a .pk3 which you just put in the "base" folder. The saber glow was also very large. I need it for my vanilla JKA. Anyone has or has link for download?
Many thanks in advance. -
Woop! Looks really decent here! Hope you put in Bot-Support and lots of ammo/health/shield/items/gear :D Would be real fun having a bit extended "outside" gameplay as well :D Like other mini-bunkers or homes or such things. Very cute setting! Me likes!
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Hey folks.
Anyone played as the Tusken Raider in ForceMod 3 - CE 1.5? I play as them, and can't figure out how this Life Leech works.
It says in the instructions that "each successfull attack gives life to attacker"... but how much? I haven't seen it work for me. Ever.
Thanks in advance. -
z3filus likes this
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So report it in the OpenJK forum. Don't suffer in silence! etc
I did bro. And thank you!
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The stormy is DT85 work not mine ... The guns are my work
Ohhh.. thanks!
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OpenJK fixes this issue..
Yes, but introduces other - like some graphic mods not working properly. At least for me. lol
@@Jolly i am thinkg about it Look on the Wip forums . I add something for You
You will release that Stormy as well? :D
JA: Enhanced Code Base
in JA:E Development
Posted
Yep. I do have a custom weapons.dat file. It's a part of the Ultimate Weapons v.1.3 mod. And I did add all the worldmodel lines from your weapons.dat file to it. Still, it crashes. :/ And right after I kill the first cultist found on Yavin1b.