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Everything posted by Langerd
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Manual Blocking that ISN'T an addon
Langerd replied to Pickles256's topic in Mod Requests & Suggestions
@@Droidy365 Well i checked that and it is amazing when i want to deflect the lasers.. but when i was fighting with a jedi .. my character was not making any autoblock even when i was not use the alt for block. So i made small Cfg file. Well i made it from Zoom cfg made by Circa. It is simply switch the style every time i press z. it is a little annoying but it fixes the problem -
Well i am keep dying and losing the game : Too many Your allies have died. Am i doing something wrong or i am bad at this game? I understand that turrets are on the back because it would be too easy . One of The At St are not moving and rebels are strong as f@ck .. When Rebel using rocket launcher shots homing missle ... i am dead. even if i am trying to jump walk behind the walls etc. It is very hard mod BUT I RLY LIKE IT!! Atmosphere is 10/10 The map and feeling of the facility . The style of the gameplay is great too. The only thing i would add are some sharp strong spot lamps and maybe some variation of the terrain. It looks like the whole place is a floor. Rly Like Your works !
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Manual Blocking that ISN'T an addon
Langerd replied to Pickles256's topic in Mod Requests & Suggestions
Holy Shiet... Can i use this for my mod?? THIS WORKS PERFECTLY!!! The only thing is the Stance is player model holds saber up which looks weird .. but i can change animations ^^ -
How can I import The Force Unleashed models to Jedi academy?
Langerd replied to JV Order's topic in Modding Assistance
I must say .. Toshi's Anakin is the best .. Hapslash made awesome model too... Too be honest that model started whole jedi model madness (great time btw - jedi spanki customanization, sith pack etc) i mean a lot of stuff.. a lot 100% from scratch ... Rly love the artistic way .. the history of these models... After Someone post the frakenstein post on the hub.. the tutorial - how to give Rosh Penin a Tusken Head.. i think it was like that... i started a tsunami of blender works.. some were good other were very good even Amazing - Kualan Kitbashes for example. .. but there were too many of those ... and it started to look like this - Hey i want to make this character from Star Wars - Basiclly Jkhub changed into the Lego Factory. With the frankensein models people discovered that they can export entire models from other games and... that they can mix things together. Creativity is still here dont get me wrong... but this artistic ... self work from start models... are lately gone... if someone want character from Star Wars - port from Force Unleshed or Battlefront ... -
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Wait.... what ._. why my maps are now look like crap?... Because this looks godlike
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There is no way and chance for it .. my skills in newest programs and understanding how to texture, model or rig are limited ... very limited. I am Lonely Wolf .. self learer . Even if i am making something that looks cool or funny and these things seems like a nice quality modification i am aware that for today standards these things are not professional quality. Lately i am rly feeling that i am not only standing in place but going backwards.. Polish - Japanese computer technic school on the computer graphic and design - i am learning photoshop, after effect and other things.. but there is so little here and i have problems with these new programs. I know that these programs are amazing and You can make something great but it is sadly hard for me . This is a model made for 2004 game... we have 2017 and models maps are looking very very nice and good looking.. but i always find that annoying at some point and kinda sad. When in 2016 DOOM i clearly see all demons and instantly shoot them down , in games like call of duty modern warfare there is sometimes so mucch shit on the screen that i dont know what to do... But i liked that game. Well my point is that my skills are not proffesional.. and i am kinda afraid because i rly want to do stuff ike this in the future. I am feeling that things i do lately are not enough.
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I have an error What is it?
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i am sick of ported models on the hub.. toooooooooooooooooooooo many of those.
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Wowowwo/... Wait... Now You will blast full lighting compile??? Your Map is HUGE . I Hope it will work! 8 - If tragedy ensues blame @@Langerd for the whole thing. If Joy ensues claim all responsibility and throw Langerd into on of the Bespin pits... Wait... that is not good... emm... well... 'e.e
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https://jkhub.org/files/file/382-alzoc-3-capital/ That one?
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Quoated Your pos because i cant hit mention for some reason .. Above is Your flashlight.
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https://www.dropbox.com/s/usyavc1dm91fvex/flashlight.pk3?dl=0 Here You Go @zeƒilus
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New Stuff Here!! Made Slingshot (replacing Blaster Pistol) Shooting rocks. Also made special animation for that weapon Made Hammer Saber - slow attack speed animations but great amount of damage and knockback. And spiecial weapon ! - Tennis Gun Replacing Bowcaster. We are shooting tennis balls .
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Aw shit sry i didnt saw that post !!! I will try my best to upload it here. Maybe not in the download section - it is not uploading worthy on download section for me
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Holy Shiet with these and these grasses You just made everything life and clean. Amazing work! I suggest maybe some small water sources too
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Which ship should I place in the JH3 Main Hanger
Langerd replied to AngelModder's topic in Mod Requests & Suggestions
Always remember - Misc_model with the _spawnlags 4 (as i remember .. i am in school) makes nice cute little thing - shading on models are not vertex lightning but model use lightmapping -Pande words- NAB was a Noob. He meant spawnflags 4 or 6, 'lighted' only appears if you have DarthArth's (I believe correct me if I'm wrong) editor definition files. All it means is that the model receives lightmapping instead of vertex light. Spawnflags 4 does that and leaves the model nonsolid. Spawnflags 6 combines auto-solid and lighting. never use 6... @@AngelModder You know that for sure but for other people on the forum ... there are many better ways to clip the models. And Physic clip is not always the best one. For example You made metal MD3 bridge model... and player would walk on it BUT physic clip does not have metal material in the shader. It is important to make own clip shader with materials we want to change. That is why for example making ship interior 100% ASE or MD3 Shouldnt be made from physic clip. When i walk on the carpet - better use carpet material (i think there is something like that) for metal or grid floor - metal material. For terrain - snow,sand,dirt,mug etc. This is important specially for terrains... In my opinion it kills the atmosphere when i hear the clacking JK3 defult boots while walking on the snow..or sand. I am not 100%on these things for games.. Also i Never made a ship and never made an interior of the ship (Well... kinda i made because i made Executor Bridge but i use patches and brushes nit MD3 models .. only for chairs) but i think when making these the main focus should be for making stuff fun and interesting. Some flashy sounds, computers with screens , moving object CRRRRRAAAAATESSS THEY NEED crates.... MORE CRATES!!! No srlsy . Boxes are great XD But overall the feel of the ship.. Kinda feeling that You can just sit in the cockipit and feel that You can fly away thing that thing just *click* like that. -
ALWAYS Find a diffrent way Work the same way ! Creative thinking is very important while making things for games specially for things like this situation
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Which ship should I place in the JH3 Main Hanger
Langerd replied to AngelModder's topic in Mod Requests & Suggestions
Also I recommend ASE for paches bullshit when map have this weird holes in them. Making them into ASE solve the problem. Also ASE is good when we want to make solid to the map but the shape of the clip will be less detail .. it will be much.. but I rly recommend that only for kinda Map - brushes patches stuff. For props better use MD3 models -
Yep Blender! ^^ Used my terrain technic + MD3 props.. It is very nice because You can mix two of them + Mix the textures. I rly must improve this method in the future :3 Dunno.. This is only for fun yet XD Maybe i will make one small level Well Cola and Monster .. and Many many hours spent on this..
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You Can Always use models for glass ceiling like this Also i would change the glass and add some varaitons of textures. It seems like whole place have the same type of glossynes.
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Well for me in this map : designing maps is hard.. not many maps are well designed.. in my opinion none of my map are like that and i am sitting on them some time..
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Have You fixed the func_groups ? How many of them ? May sound stupid but check in the console the amount of enities after compile: Show Us the printscreen from gtkradiant. -with func_groups -without func_groups And check if the amount of enities changes . -Pretty sure func_groups are just for in-editor grouping. about that ... i dont think so .. maybe You Are Right @@DT85 but from the other side func_groups has their diffrent options and You can change many things in them.. as like in the func_ enities which i believe counts as the enities .. so in some way they might be count as the enities as well. Maybe it is like - well it is not 100% entity but i will still count it as entity because... F@$k You mappers I am using func_group more often lately so i also want to be aware of that :/
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Wait... light enities are counting as the nities as well?? I thought whole 3rd stage is for them... How many lighting enities You have comparing to shaders that are light sources? And also .. light entity ..how exactly does it works?? Making lighting with the shaders doesnt create any entities just the lightning right?? I am confused right now... How many Func_groups You have? I use them many times but they are pissing me off because when i just want to copy a brushes from func_group's and i end up with multiple single brush func_groups..
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Well .. I made this test map It is still in process but it looks amazing XD Also i made animations but sadly i cant record the footage.. Enjoy! Ah .. and i made two versions of the enemies With deathscript i made that game changes their skin . On the first model his eyes turns off but on the second one the eyes changes to crosses - because he is dead.