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Botdra

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Everything posted by Botdra

  1. Looks awesome dude, love the first person view as well.
  2. It's a good start man. Take your time and get some practice in and it'll be fantastic.
  3. So either way it's going to require opening the model up and messing with either the UV map or the model itself? Meh, I'll just skip it then. I don't have the time to learn how to do any of that unfortunately. Thanks for the help.
  4. I don't know if the model is mirrored or not or if it's just the UV map or what, since I know nothing about modeling. I just know what I see in the textures and model unfortunately. It's the Jango/Boba VM model if that helps at all. Just wanted to add two different designs on the two shoulders but there's only one should in the textures. =/
  5. You've made some awesome progress on the head man. The side profile looks accurate from what I can remember, and from the front it looks pretty close too. The ears look a bit big though, and boxy. Great work though man, you've come a long way, this is going to be awesome when it's done.
  6. I'm working on a reskin right now and just realized that some aspects of the textures are mirrored instead of having individual textures for the two different sides. Is the only way to fix this to completely re-UV-wrap? Is there a way around this at all? Would it be a tough job? Thanks!
  7. Looks great man, can't wait to get it in game.
  8. This looks incredible man. Great work.
  9. It's really hard to choose... they all have their good and bad parts to them. As far as storyline and cinematic integrity it would probably be ESB, but I've always preferred the sequels, not just because that was my generations Star Wars saga but because I love the universe... the clones, the focus on Coruscant, Jango, Zam, all the EU surrounding the prequels... ... ugh, I can't choose. I just can't.
  10. Hot damn, that looks awesome man. Great work!
  11. Oh, there is DEFINITELY interest.
  12. The cloth parts could use more definition and detail, focusing on how the cloth would actually fall to create proper shadows etc. but it looks good so far.
  13. Thanks. Yeah, I mean considering the majority of the code is already in JA to some extent (like the R/G/Y crosshair system changing the color of the crosshair depending on who you look at) I would assume much of it would just be copy/paste, shouldn't require much more than that I would think. Fingers crossed, I would really love to implement this.
  14. I was thinking about it but was just too lazy at that point and was getting really annoyed with a couple parts of the mod haha. Glad you dig it though! If anyone wants to add that just PM me first.
  15. Thanks! I am working on releasing more bounty hunter themed mods, yes.I have a scope from Star Wars Bounty Hunter completed and am trying to get a working version of the SW:BH scanner as well. I don't have any other plans for bounty hunter mods at the moment, but I'm going to try and come up with some that I am capable of doing. Yes, the skin here is my own skin of the Jango VM model.
  16. Tried, no such luck. ): Some people said they thought it was hard coded. Thanks for the suggestion though, much appreciated.
  17. So I just released this... https://jkhub.org/files/file/1882-jango39s-bounty-hunter-scanner/ ... And I am looking to do another version. Right now it's just an overlay that's part of the base JA HUD, replacing those blue backings behind your stats, but I'm looking for a coder to do a small bit of work to make this more functional like the actual scanner from Star Wars Bounty Hunter. Here's what I would like to do: - Add a feature that changes the to another image when looking at an enemy (similar to the crosshair turning red/green/yellow based on who you are looking at, this feature is already in JA so I imagine some copy/pasting and slight tweaking should work fine) - Turn off the scanner entirely by pressing a button - Turn off scanner when in third person - Make the scanner overlay it's own entity (right now it replaces the background of the base JA HUD) so that it is compatible with other HUD mods - I don't know how this would work, but right now there's still a crosshair there since it moves depending on where you aim (mostly in third person but in first person too) so if there's a way to eliminate that so that the scanner acts as a crosshair too that would be awesome, but then that also means finding a way to turn the crosshair back on and turning the scanner off in third person. I suppose tying the scanner on/off to a button would fix that though NOTE: If you can even help with just one of these features I would be very thankful!
  18. Me too. Just a matter of getting a coder to help out with it. It's a small job but hard to find coders...
  19. 507 downloads

    TITLE: Republic Commando Scope AUTHOR: Botdra Lar'les +++++++++++++ Description: +++++++++++++ This is a replacement for the base JA scope, using a reproduction of the scope from the game Star Wars: Republic Commando. I've seen a version of this already, but I felt it wasn't quiet as faithful to the original as it could've been, so I created my own from scratch. Enjoy! +++++++++++++ Credits: +++++++++++++ Myself +++++++++++++ Installation: +++++++++++++ Open the .zip file and extract the files to your Jedi Academy base folder. +++++++++++++ Other: +++++++++++++ If you wish to contact me for using this mod elsewhere, reporting bugs, etc. you can do so at: botdra@gmail.com Enjoy! LEGAL STUFF: THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  20. So update, I'm even dumber than we all thought! I found a .PSD of the scope without the flattening, apparently I did make a backup of it once it was finished. Perfect! I'm going to polish this up for release over the next few days hopefully, then I'll start on another scope mod.
  21. Thanks man. Yeah I understand the different parameters involved in menu scripting thanks to Affinity's tutorial. Well ideally I'd like to accomplish three things: 1) Make RGB sliders accessible from the Species menu in MP 2) Know how to make models RGB compatible (and how to select which parts are affected by RGB) 3) How to add multiple parts to be independently colored In actuality, I'd be happy settling for 1 and 2, for what I want to accomplish. 3 would just be allowing me to take that ability to the next level and really give me what I want in the end. But I'll take what I can get.
  22. Yeah. I'm just completely lost when it comes to coding, even with the tutorials here on menu coding. I understand what all the commands mean, but can't seem to piece it together in my head when looking at the code what is actually being done visually. Tried analyzing the code from the SP RGB mod and it's not helping much either. I've tried changing a bunch of stuff and JA stays exactly the same. Ugh.
  23. I'm assuming that's not an easy task for someone like me who is literally trying to find where he can copy/paste the code from the SP version of this mod into an MP .menu file?
  24. Glad you guys like it. Hopefully I can get the functional version of the mod together soon for you all.
  25. Non-functional, static version has been released. Enjoy! I'll be working on trying to track down someone to do some minor coding so we can get this fully functional as soon as possible. https://jkhub.org/files/file/1882-jango39s-bounty-hunter-scanner/
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