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Everything posted by katanamaru
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So she wears a pair of shoulder straps over her bodysuit for no reason? She's one crazy Mara.
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Adding extra Saber blade colors?
katanamaru replied to YesImSev's topic in Mod Requests & Suggestions
He may be talking about sp. -
What is that thing on her back? It may or may not be part of her outfit but what does it do? It can't be a back pack attachment since the straps would hurt like hell if they had to support any weight.
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I like your choice since big, bulky blasters look ridiculous.
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Well mp mods already have systems in place for this. I want this to be sp compatible as well.
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Ok. I haven't done it in a while so I yield to you. HAVE MERCY!!
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@@Shadowknight1 You turn parts off by finding the line in the .skin file that looks similar to this: models/players/mara/belt/belt.jpg and change it to: models/players/mara/belt/*off Some people use *clear instead of *off, but that isn't as good. With *clear the texture is invisible, but the object will show up with force powers active or saber slash marks. *off is better since the object won't show up at all.
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Yeah I'd consider that the 'best' solution. I'd say three on the back for left shoulder, right shoulder, and straight up the spine: \ I / Three on each hip: front belt area, back belt area, and sword sheath. One on each thigh for blasters. But I believe in 'beggers can't be choosers.' So if someone simply made the left model go away that'd work for me. I don't feel that it would really break the imersion since the character is carrying over 10 guns and bombs plus thier saber(s). The main thing is to be able to cycle multiple styles while dual or staff wielding and then being able to switch to the single style(s).
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How many SP players are there here?
katanamaru replied to katanamaru's topic in Jedi Knight General Discussions
I see the point you are making and agree with what you stated. I didn't go into great detail with my blocking example and it hurt my point. The downside to parrying in a match is that even if I choose the correct parry, like left pflug, I may execute it incorrectly, or my opponent may wind around it. Either way I still get hit. A block button makes the character block attacks gauranteed (not taking specific games or systems into account.) Imagine if both these were combined: the player sees an attack coming and pushes block, but still gets hit. People would rightly hate that. And my parrying is magical! Raz0r thought about doing this before in a mod of his. Something like the character is in medium stance by default. If you hold the right mouse button you'd go into the blue stance. So if you wanted to be defensive you could switch to blue and attack or let go of the button and go more offensive. -
I was wondering if in the future someone would consider making a code to holster the weapon/saber in the left hand. For example when using dual sabers and using the blue single style the character keeps holding the left saber. This is in a number of mp mods but I was hoping someone would consider this for sp as well. I'd be happy with just removing the model like the base game does when "=+" key is pressed. No need to put the model on the character if it is too difficult. I plan to add the shield style and make a couple new dual styles, but they look ridiculous with the left hand item still there. Especially the shield. There isn't a rush on this request.
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The beginning of HapSlash's modeling career
katanamaru replied to Circa's topic in Jedi Knight General Discussions
Didn't his brother do the DF Kyle model? -
How many SP players are there here?
katanamaru replied to katanamaru's topic in Jedi Knight General Discussions
I'm actually a fan of the idea of auto blocking. As a longsword fencer I can train my parries to get better at them and predict certain strikes from opponents, but when they attack I have to react quickly. My muscle memory has to be trained enough to pull off the block. There is no way to 'turn off offense and engage defense.' Besides, having force heal is basically blocking after the fact. -
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Correct. That's where I got it from. Are you going to upload it here @? I'll get the .sab file I used for the Kyle saber. It only works in sp since I don't have a hilt with two blade tags on the same side. It is OP, but fun as crap!
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I forgot how cool it looked. I made a dual phase saber that I like to use that could be pretty cool with that.
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Here is the Corran file that I think is Haps: http://www.gamefront.com/files/23599247/Corran.zip @
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All right I got it now. I'll test it tomorrow after work. Off topic, I hate that download site. It tricked me twice into almost downloading other things.
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I need to get in touch with him so I can use his Link skin with my shield style. What was his deviantart name?
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I found one that is the Tyrion model and one that I'm pretty sure is the Hapslash one. I didn't make an npc to try it out, but the textures were high quality. I'll upload it tomorrow.
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Interested in SP coding?
katanamaru replied to katanamaru's topic in Jedi Knight General Discussions
That's a heck of a TC you got planned there. Is that something you'll be capeable of doing? My coding is limited to BASIC that I learned ~10 years ago. So I'm going to follow tuts and start small. -
I think it is. That's the only one I remeber downloading, but I can double check.
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I found a Corran Horn skin last week while looking for the Imperial Outpost missions. Do ya'll need it or permission to use it?
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Jedi Knight III: Brink of Darkness
katanamaru replied to Tempust85's topic in Mod Requests & Suggestions
I'll check out your site in more detail now. -
Jedi Knight III: Brink of Darkness
katanamaru replied to Tempust85's topic in Mod Requests & Suggestions
Is Jedi Betrayal going to use the sp code? Or is it a sp game set in the mp engine? -
How many SP players are there here?
katanamaru replied to katanamaru's topic in Jedi Knight General Discussions
I do not agree with this. Jumping keeps the same speed at which the player was moving when the jump occurred. I know for certain since I was testing the g_speed command thouroughly to find the right setting.