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Bart

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Everything posted by Bart

  1. Yep, stuff like that. Also, in Open Jedi Project, NPCs (I mean the ext_data/npcs one) with JK2 models tend to crash the servers randomly, and in many other mods animations are completely bugged.
  2. Hello, I am wondering if there is anyone here capable of converting original Yuuzhan Vong model for Jedi Knight series from JK2 skeleton to JK3? http://mrwonko.de/jk3files/Jedi%20Outcast/Models/Star%20Wars/3672/ The model is based around Jedi Outcast's skeleton and as such provides some problems with some mods when used in Jedi Academy and related mods.
  3. 1. BARC Speeder 2. Mas Amedda 3. Ima-Gun Di
  4. But actually, it is possible and achieved in OpenRP mod! https://github.com/Fighter1/OpenRP In this mod, there is a function named /setStun which basically tiggers your weapon of any sort into stun mode. That is really in tune with Star Wars, where most blasters had a stun module and could be used to shoot stunning projectiles, even in the most basic and common rifles, like E-11; that famed scene at ANH where they were hunting Leia. In OpenRP, that function throws a player/NPC/bot into stunned mode - specific animation is being played, the player controls are removed and player is basically paralyzed. In the mod itself it works for a specific amount of time, but I guess it wouldn't be hard to set it as a permanent effect until somebody actually kills the person in question.
  5. http://jkhub.org/files/file/1484-qeffects-pro/ I am interested if it's possible to alter the .ini file in one specific manner. As it is, the mod itself is almost perfect for me - great improvement of JK3 graphics that's simply awesome. Still, I would like to somehow keep the motion blur intact, but lower it significantly. The motion blur, as it is now, doesn't suit my eyes very well, tbh. Are there any preset .ini files? I've tried doing that myself, but I'm far too unfamiliar with such things.
  6. Tbh I like those ESB hair on RotJ model. I don't think Luke would go over the top to keep his hair constantly the same, lol.
    1. Show previous comments  4 more
    2. Agent Jones

      Agent Jones

      thank mr skeltal

    3. Onysfx

      Onysfx

      Not another of these things :/.

    4. Bart

      Bart

      It's 36 minutes since your post @Onysfx I'm afraid no calcium for you :(

  7. Matter of how English is used in different environments I suppose, since in most internet societies I know it's used as far more loose word without any medical connotaions But thanks.
  8. I think both me and Kualan would be most grateful for some simple instruction like "UV remaking for retards".
  9. So basically... Every time you change something in that model you have to remake the UVs on the Iktotchi's horns? @@Jeff
  10. So it seems we discovered a kind of Holy Graal for Blender modelling... Except it's the negative opposite.
  11. Interesting. You had the same problem when trying to frankenstein Saesee from the scratch? Oh, just seen the post above. @@Jeff, any hope for a miracle?
  12. I guess it's some sort of problem with exporting JK2 models. I tried to fix it for my friend, but just couldn't do it, especially with no knowledge on Blender and just testing it randomly, lol.
  13. Out of curiosity, wouldn't you try to rework Saesee Tiin (Iktotchi) in Jedi robes? As you might probably see, there is a small bug within the model. It works fine everywhere, but if you open your .glm in Blender, and try to do anything, it seems like head_horns UV mapping is bugged and it's impossible to export the model back after some changes.
  14. Thank you very much, that's what I needed!
  15. It's not an actual request, but I believe this board suits my thread the best. To keep it short - did anyone ever see a model with the head looking like a skull? It can be a human-like skull, pretty much any sort. For example, something like that: Any tips?
  16. If you send me the .pk3, I can try to make some alternative faces and clothes colouring.
  17. It's really great, and speaking for myself, I would gladly use it for RP'ing. Perhaps I could even make a few more versions, retexturing the main one with different colors, making some new face variations and stuff.
  18. It's definitely something totally unique among JK3 models, lel. Has some unique build to it, unlike most models that go around the same variations of clothes and faces, and the same SW design of common clothing, and stuff. The only thing I would change - the boots textures, and I could possibly try to modify them myself if you're not sure about it. Right now that "shiny" part at the top of the boots looks quite weird with the stronger shadering (be it game's .shaders or just the texture), when compared to the trousers of the guy. I really like the trousers - they fit the design, and even though they're bending weirdly forward around the knee-level, it resembles some new pose, and it's not like people can't stand or move in such a way. At least this adds more variety (if that's caused by the animations, screw that ). Helmet is unique and awesome. With the possibility to switch it on and off it would add wonderful possibilities for roleplaying with that model. Overall really great.
  19. Yes. I've been using ModView, MD3View, and all the rest for years - they never show shaders, that's how they're done. They're not like Blender and the rest of 3D programs that view the whole scene, they only display model itself... And without environment, there is no shadering.
  20. I am one of the three Game Masters of the clan, so I can explain more. We use our private, modified version of Open Jedi Project that has some simple, additional utilities from different Open Source mods. Basically more animations, extended administration commands from Clanmod used to affect other players, unlocked Heal powers and some of the hidden guns. The mod itself isn't affected in the gameplay, as seen above, and the features are solely RP-focused. The mod itself isn't released anywhere outside, but there's not much of a reason to be interested in it unless you're interested in RP. We don't really play for the OJP itself, our clear and sole goal is the best roleplaying possible, any "gaming" qualities don't matter to us in any way if it doesn't serve the quality of RP. Basically put, OJP serves us solely as the roleplaying tool, "platform". It's a shame OJP isn't developed any longer. I hoped that OpenRP that's pretty famous on JKHub will remain to be built on OJP 1.2 - I was inhumanly dissapointed after the system was changed, as what the author created there is far beyond any "amateurish" coding like my own. OJP itself started going down when 1.3 was introduced. It was focused more towards balance than realism, same as Movie Battles II was, but in the end, Open Jedi Project lost what was unique to it. By going towards FFA loose slaughter system with the game, they guided it towards the area of Movie Battles II - purely balanced, extended JK3 slaughter. However, Movie Battles is simply far better in this area, so they simply went to fight on a market that was already set in stone. OJP 1.3 was called "Jedi Knight Enhanced", I think? It was balanced, perhaps, but in that regard MB II was, and still is, plainly better. The sabering system in OJP is still the best, most thought-requiring, complicated yet stable and solid, of anything I ever saw. And in terms of Star Wars realities, the mod is balanced from the universe's standpoint. A good thread, that mod really deserves promotion.
  21. Tauns stop stalking my profile

  22. Extremely awesome and nice looking, I will add them to my roleplaying
  23. Bart

    Jedi Instructor

    Alehk Thol, isn't it? Yeah, really nice design of the robe, something refreshing definitely.
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