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Everything posted by Langerd
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UE4 feasibility test (porting Kejim WiP)
Langerd replied to ClydeFrog's topic in WIPs, Teasers & Releases
Yeah for me everything here looked very shiny but in the bad way ... working on textures + good map maker = very amazing even not very detail brushes/overall structure of the map with good looking textures. The only thing is kinda cool is that it is possible. And People here on Hub Who Have experience in newer engines can try to make the game on newer engine! I heard that UE4 Is rly great -
https://blenderartists.org/forum/showthread.php?130935-Bone-heat-weighting-failed-to-find-solution-for-one-or-more-bones (btw is it alright to send links from other sites?)
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I remember skeleton from Dark Forces mod on jkhub.. but these was props md3 models :/ Someone should rly export that model for the game.
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If it is a bar for Obi ... Where is High Ground? Awesome stuff ^^ I dont like maps with many glossy reflective textures but You use them perfectly
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In Polish - Puszek Sreberko It is my character that is main protagonist of my story with small robots I made him For Jk3 and i must rly say ... IT IS AWESOME!!! Maybe i will make some small mini campaign with him Specially when graphics are cartoonish making him and all of these things would be much easier. I will think about it Do You like the Idea? (I made this pencil in about 15-20 minutes .. It is great amount of fun XD)
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Bespin Cloud City Vader SP Mission - WIP
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
Yes ! All of them - terrain props player models weapon models. -
Bespin Cloud City Vader SP Mission - WIP
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
MD3 - 1595 Glm - 2095 it seems high but they works with the DT Stormtroopers Should make them more simpler shape but it works fine^^ i think the weapon beyond 3000 verts is too much for the normal gun... -
Bespin Cloud City Vader SP Mission - WIP
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
New stuff ^^ Made a pike model for the Shadow Royal Guard Made new flechette model too! (Hope You will Like it ) About the map i made small changes. specially i changed the red texture a little. Maybe not it is not more Movie like .. but i love the atmosphere. < old <new -
STAR WARS: Movie Duels (Remaster of Movie Duels II)
Langerd replied to General Howard's topic in WIPs, Teasers & Releases
Yep .. it crashes .. i remember i wanted to make npc fly after loosing half of health in my Morin mod.. and it crashed. I think it is script work.. Do You remember Light side ending in the game? Tavion Changed the skin set ( /*@SET_TYPES*/ "SET_SKIN", "models/players/tavion_new/model_possessed.skin" ); I found that line in the sdk scripts (i rly recommend to check them.. there are all Jedi Academy scripts that You can simply open in the notepad). The issue i think is that .. The script that You have is converted IBI file... and sadly there is big chances that line like that is there somewhere in the converted script.. :/ Is there any chance to .. convert it back to the file that is edit able? -
C an You show us the compare pic ? I Rly See Much much improvment OuO . Love that People on the Hub are improving and share they works with Us
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I have three folders in my models/players* folder : _humanoid _humanoidjk2 _humanoidjk3 When i need jk2 skeleton i just copy files from _humanoidjk2 folder and paste these files into the _humanoid. When i need jk3 skeleton i do the same but from _humanoidjk3.. I do this for Blender and Modview
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Well i dont know if there are shotgun like weapons in the star wars... but i kinda like that one for shape and cannon like look.. the texture and gray metalic look is not my taste . I Rly think someone should make new Flechette gun the old model is very... squary and my god .. the front. Even if it is old i think ... they could make it better. We have replacments for Bryar Pistol and Repeater. Maybe now for this gun?
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UE4 feasibility test (porting Kejim WiP)
Langerd replied to ClydeFrog's topic in WIPs, Teasers & Releases
They would make game like that... damn... Jedi Outcast 2017 Edition -
Shooting animation for a player use only 6 frames - The MD3 models ave also animations (they are moving up and down when You are shooting. .. well they are moving). When i changed animation.cfg in the _humanoid folder i wanted to replace normal shooting with normal blaster animations with the animations of the disruptor rifle (I always thought that these animations look stupid.. I wanted to make player model like aiming : \ just like that.. You see he is using E11 rifle but animations are like for disruptor.. later in the game i found out that crosshair because of the animations goes rly high.. So i wanted to make the game using one frame only to remove this jumping crosshair issue... i wanted to make crosshair not moving in any way .(. i rly recommend this btw because shooting with this pose in third person rly helps shooting the enemies). But after i changed it to use only 1 frame - somehow animations for First Person MD3 models changed too... They were like using one frame animation. UP DOWN UP AND DOWN. It looked very stiff and i thought it was caused of the effects changess i made .. but no! It was the animations issue :/
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Fixed... the weird thing - if You will change animations that are for shooting with blasters : for example BOTH_ATTACK3 The MD3 model animations works diffrently. If You will change in this line that it will use only 1 frame.. the MD3 models are bugged - stiff.
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Dont know why but after chaning the effects of the weapons ... the animation of the weapons are stiff... how to fix this ??
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Kanan Jarrus (Very Early W.I.P) Jedi Academy Model
Langerd replied to Liam's topic in WIPs, Teasers & Releases
making texztures is kinda ...hard these days .. i mean to understand them .. i kinda afraid i will not teach new generation techniques by aping the programs and tutorials from Yt - we should understand these things .. not learn from tutorials like : ok so he clicked option here so i will do the same... Also one thing AshuraDX - depends on style or taste i think we can add color to the specular texture! Lighting on the material is not always 100% white but it can use colors .. specialy when these lightning on the weapon is something ...imaginary because lightning from the map doesnt affect on the weapon model.. if i remember correctly (lightning junior is .. am i right?) i made a little compare ^^ i changed the spec texture a little. Maybe a little too much of blue but You know what i mean -
Well it may be even immposible. But i found that topic here - https://jkhub.org/topic/8831-jedi-academy-of-weird-new-things/?hl=ragdoll&do=findComment&comment=126574 I read that the project is moved to the mp only.. i am talking here about single player experience. I thought that maybe some one would make corpse's skeleton parent to the invisble cubes. With their physics the movement of the body would change . Of course it maybe 100% wishful thinking but i would rly love to see well made ragdolls for this game.. corpses in jk3 are flat .. they kinda like they are made of paper or something... making the ragdoll phiscys would make game more fun and live.
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How to assign custom animations to specific playermodel?
Langerd replied to Tompa9's topic in Modding Assistance
Hello! I Saw you PM me @@Tompa9 but i will answer here You must download Hex Editor and change the paths in the model.glm file of the _humanoid.gla file to the diffrent paths. - Just Like SaberBlade83 showed. Not every hex editor works for this .. i think that one worked for me http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm -
first of all it is older game and diffrent engine.. older engine so graphics were limited. Now some members on Hub try to improve it ... not sure how it works and how far They Are in the process but i think You will sadly wait a little... or longer
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Well.. Emmm i am rly not bad guy D: I rly want to help! These forums taught me that i rly should pay attention more on my works and know if i am making mistakes or not. The look of the map is rly cool! I rly feel mustafar atmosphere!!! but.. For later works it would not only be bad to play because of low fps but for example - safe_maloc or other error will show up. And Aaaaalll that work , hours of making brushes, textures and models will be completely wasted... It is very important to follow the points.
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Dude these pics are Crazy!!! This floor and the livrary glowing textures. Amazing!!! Also i rly like the architecture.
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The terrain on the right looks rly messy... Also the textures looks very reapetable.. not sure because Your work is WIP or this was on purporse. Also Your map is one big box level and it will hit some long VIS time in compile. Caulk work is... not good in my opinion.. The game will load every single surface and compiler will load every surface with a texture.. You should fix that. Ok i checked map file.. there is a lot to do my friend: If You want to show us a look behind the windows i suggest using skybox instead.. You made big hollow space without anything - remember this will be compliled while making the map. Making area portal in doors will not help at all.. because You have whole map that will be loaded. As far i noticed... whole map is strucural... It will take ages to compile this map. Making skybox should be later in process (but checking the sun from skybox should be checked before because You generate big light source that is sun.. and there are a lot problems with lightning stage). You just want to know if Your map will be compile able. I rly suggest cut the map into pieces.. remove big spaces or at least make them as small as possible. You dont want to make places where players shouldnt be. Rly make sure to optimalize Your maps. You are beginner or You made maps before? I rly Hope You will not see my comment as some rude attack. I want to help and from my point of view there are many things You should do to improve not only Your map but Your future works as well.