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Langerd

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Posts posted by Langerd

  1. Hey guys, I need help with something - I want to make an NPC like what the title says. I want this because I want to make an NPC that holds @@Langerd's flashlight while the player walks around - empty handed. Thanks guys.

    + i purpose to make him walk instead of run. If player walk with the flashlight the torso is static and lightning is not jiggling around.

    I will get up soon and try make script like that

  2. The thing that bothers me most about ports, besides the legal issues ,death of creativity and will to create something of your own, is that so far most of you kiddos have just polycrunched the meshes to make them work in JKA or split them apart to gain the ability to port them at all, but what you kids allways forget is to adjust the textures to make them work/look decent in JKA. Here's an example, both frames in this gif are rendered as Diffuse only - close to what it'd look like in modview (except the nicer transparency handling)

     

    Tz5GWIE.gif

     

    Didn't take long at all. After I found the model and textures online all it took was about ~30-45 minutes of Work.

     

    I'm not 100% happy with the eyes - but for a rather quick example this sufficed.

    And it is because frostbite engine has one of the best lightning engines in the game world... It is like - look the human body without shadows and light look flat... YES because there is no contrast without light and dark. The lightning on the world and on the characters items weapons are generated not baked.. The jk3 engine doesnt have this.. That is why even You put most detail model into the game shadows will look like shit. And model will look very unnatural..

    TheWhitePhoenix likes this
  3. That DLT-20A is not bad at all! What are you saying? You just need to work on the texture. Are the holes made with a cutout texture?

    Yes.. this is transparent texture with the holes. The model with the holes would be very vert'y..

     

    I am not into the programs for texturing.. i use shitty paint.net program.. i am standing in one place for years. Even is models are starting to look not bad - they are not in the qquaity of 3D models that are made this days.. Hand madeing and shading on texture is dying these days. Most of the newer programs use materials , substances or other things.. From what i looked it is 50% genereting method. The textures tho looks more natural and they going with the shape of the model.

  4. Well i made that gun for my Cloud City mod .. but it is nothing compared what Corto can actually make. His E11 was one of the best gun models for Jk.

    EDIT: Did i told You that i consiuder this weapon as one of the most beutiful one? Also i love how they made it in the EA battlefront (even if i dont like this game)

    Lancelot and Corto like this
  5. Well, this is problematic because I can hide mines inside and noone can see them. Is there any way to fix it without puttin brush inside it? Q3Map2 setting or something?

     

    https://jkhub.org/albums/qbyUf

    Yeah patches are pain.. i hate when ragdoll bodies are inside them.. it looks weird and diffrent.

     

    I recommend this for Your trip mines. Make Your bevels like before and after that - use system/physics_clip texture for this pillars that are the same shape as the bevel . Ofc  bevel is more detailed so you can make it more detail. Trip mines and guns, blasters work better on the brushes anyway.

     

    z2hCyOK.jpg

     

    well it looks like it is all made of brushes on this pic but it is not. The white wall is one sided patch - bevel. Rest are traingle brushes

  6. So I went ahead and had a closer look at your DC17 and the way you put it together really reminded me of my early weapon models :D

    As you might expect, I have a few suggestions for things you could improve in a potential V2:

    •  You have a bunch of duplicate files in your pk3, mostly copies of bryar_blob.tga, bryarfrontflash.jpg and bryarsideflash.jpg in these paths:

      models/weapons2/blaster_pistol/

      models/weapons2/DC17/ <- Also contains copies of the .glm and .md3 model files which base JKA won't need, but I think you may have don tihs for compatibility with some other mod?

      effects/blaster_pistol/

      effects/bryar/

       

      You should only need these textures to exist once in gfx/effects/

       

    • I will not go too much into detail about this one, because you surely saw it coming, but the UVs could be a lot better. If you did another projection for the front and backwards facing areas on the gun ;)

      Especially with the back of the gun being right in your face in 1st person you might want to fix the stripey appeareance there.

       

    • The textures are currently very basic and could use a little more love. At the moment you have a few solid colors with some slight shading in there and a random partially erased grunge map layered on top of that. I'd recommend you to find or better create a basic metal texture as a base to break up the "un-grunged" areas of the texture. take a look at this for some inspiration, especially regarding this base texture:

       

    • Your model is quite blocky, which I admit all of the reference material is too, but the reference Art I found differs slightly in shape, It seems like you nailed the side silhouette but missed some of the more intricate detailing. Take a look at this pic and see what you can make of it :D

       

    • So now it's time to take a look at your first person .md3. The Hand mesh you used in there seems to be very small in comparison to the gun/the gun looks gigantic compared to the hand.

      I also miss any hint to the source of this hand model in your files external credits or the ReadMe.

       

    Can't wait to see what you'll come up with next :winkthumb:

     

    The only thing (not including textures but models look.. avarage)  that i just cant understand is scaling model in the FPS.. 

  7. Indeed, that's why I said it was long ago :P

     

    I'll stick to the DEMP2 Concept as I promised @@eezstreet to overhaul it a while ago.

     

    I will also stick to my plan of remaking all guns, including the E-11 and DL-44 I did previously for the DF2 and JK:Enhanced mods.

    I always thought that it would be better thing to replace these guns with something diffrent - more star wars original style or to use the original weapons (blaster pistol E11 and even bowcaster are only guns that we see in movies ... and lightsabers yeah but i mean blasters only). I made new flechette model and Heavy repeater. But i didnt use any new texturing methods in newer programs. But i rly happy with the resaults.

  8. been there, done that (long ago)

    Holy Shit Ashura!! I just ... had flashbacks... 

     

    You are Again One of the best Modders here on Hub and i remember Your older works. I remember this Jawa Pack of Yours. The Ion Jawa weapon was simple but i rly liked the idea of this weapon to replace the DEMP2 .. in my opinion one of the worst desinged weapon for jedi knight series.

  9. Wait, belay that- found where the name is.

     

    For people wanting to know where the name for a saber is- it's the top line of the .sab file in a saber mod. For example, in DarthMatyr's Kylo Ren Lightsaber mod, the name is in ext_data>sabers>ren.sab, and the name is the first line at the top of the file which is 'Ren'.

    Yep exactly . The only problem is that You rly need to look inside files to see the name.

    godofcrap42 likes this
  10. I've recently come back to Jedi Academy and have been looking for new character mods to play with. One such mod was Revan Knight's Kylo Ren [https://jkhub.org/files/file/2626-kylo-ren/].I noticed it didn't come with the cross-guard lightsaber, so I installed DarthMatyr's version [https://jkhub.org/files/file/2609-kylo-rens-lightsaber/] of the saber, as Revan Knight's mod suggested, in the hopes that any Kylo bots would spawn and wield that lightsaber. But for some reason, the bots do not spawn with the saber- they instead spawn with what appears to be the Firebrand hilt.

     

    My question is: is there any way that I can edit the Kylo Ren mod so that the bots spawn using the cross-guard saber?

    In a scripts folder there is something like a bot file. For example my Teensie mod has something like this (You can open Bot file with the wordpad)

     

    {
    name "Teensie"
    model Teensie
    color1 2
    color2 0
    saber1 "Teensie_saber" <- here You add a saber name. You need to find the name of the saber and change this line in the bot file You want to change.
    saber2 "none"
    personality /botfiles/Teensie.jkb
    }
     

     

     

    godofcrap42 likes this
  11. @@JaceSolarisVIII Unfortunately, this is just animation swapping, but I appreciate your help anyway.

    @@Circa Excuse me, but I had searched through ModView several times, looking for one animation out of who knows how many animations. With @@Langerd's help, I found the Single/Staff blocking pose. I apologise for the double-post. This is my block.cfg file:

    Keep in mind that this exact same config worked perfectly in my Rebel Conversion mod. Sadly, I don't have it at the moment. I successfully changed the Single/Staff blocking pose, but I still could not find the Dual pose. In this case, the config isn't working, and the animations aren't either. Both of these should work.

    Remember that these blocking animations are made with purpose. They are for blocking like Ramikad wrote - single bottom left, single top right  to block from diffrent angles. 

  12. I want to share with You with my whole holiday work!

    1. The new battery variants. They have the same symbols as the code in the doomgiver jk2 mission.

    WKGDqMH.jpg
    Y1AWK70.jpg

    2. Wookies (not my models) These enemies are very strong. Now every Bowcaster shot (because i changed the code) have splash damage which means that we get injured even if we block the bolt. It is important to grip Wookies to death or push them and deal with them quickly.
    The other feature is wookie's rage. Very injured wookie will drop his weapon and start punching the Vader. 

    U75EjR8.jpg
    Jgj7Ikv.jpg

    3.Bothan Spy - These guys have shields and they disapear for a while with their cloaking device (i want to make them disapear and appear on the diffrent place.)

    c5Ncl7c.jpg
    NAGzgnW.jpg

    4.Cloud City mission first - overall fixed many issues, change textures and added the area to the next level

    UN7qdT9.jpg
    pnBCp8C.jpg

    5.Cloud City mission second - this is the main event here. I spent a lot time to make this and design this level. It is not finished sadly.. There is a lot to do and i tested the spinning flaming reactor as the next boss fight area.

    jcqGxwi.jpg
    jCv0ptH.jpg
    E6OFjPi.jpg
    hwfinDp.jpg
    kpcCQsT.jpg
    Ti1mVgY.jpg
    puGjXUf.jpg
    Na0RYvn.jpg
    K3xemTj.jpg
    2Ll7ov8.jpg
    UgEV4iF.jpg
    ERBbA5F.jpg
    5tQIrXY.jpg

    6. Javis and his droids - Javis Dlt20a is modifcated (i will change the look of the weapon to look more powerful). These are his droids that are not only in his boss fight that i made - they also supporting the bespin cops and elite forces

    lxp8AoX.jpg
    dti0Gd2.jpg

    7. Rebel soldiers - i made some variations. As Vader we want to deal with them - because of the Rogue One sce... You know what i am talking about ;)

    70dUO68.jpg
    uNPCplX.jpg

    I Hope You will like it ^^

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