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  1. I figured, hell everyone else can do it, why cant I? A cookie to anyone who knows what gun this is >.> the handle and rear sights arnt modeled yet, took me a bit to get back into my 3dmax chair
  2. instead I went into MAXIMUM MODELING mode and made this EDIT :
  3. Ive started construction on the SSV Normandy From Mass Effect 1, thanks alot Inyri, lol anyways this is the first and earliest build im currently working on, its getting late though, and I have a hell of alot of textures to make up, and still a hell of alot of work ahead, but the project is started, and no caffeiene to do this on either, you'll get new images as i feel progress enough as been made its supposed to look like: ( like I said, I got alot of work ahead)
  4. Im going to be releasing some of my older works soon, as a teaser i'll start posting some screens, sorry, when you have 100+ map files you get lost in what has to be done, etc. Anyone want to take a guess at this map? (hint: its the largest map ive ever made) Based Apon a cartoon in the 80s, which was based apon an NES video game (those with a great childhood would know this one) Original:
  5. the model is done , except the Uv maps
  6. Some of you might remember this as the drag queen I "showed off" a really frickin' long time ago on the JKFiles forums. Others might not. Anyway, it's finally gotten to the point where ol' Jose might actually be pleased with his modeling work on this one, so now I'm really gonna show it off. BEHOLD! There's also the other thing. The thing that's taken me longer than the modeling and texturing of all four of those put together. The animations. New stances for single saber and dual styles, new running and walking animations and new jumps and flips. And new Force Push, Grip and Lightning animations. And the medium style basic strikes redone from scratch as backhand strikes, complete with transitions. And the run, walk, jump, flip, Force and roll animations have forehand and backhand versions. What, other than the rest of the Force powers, am I missing?
  7. http://www.jacoders....dirtypirate.zip This mod allows you to play some of the JK2 missions in JKA. I haven't tried the demo yet with this, but I imagine that it works fine.
  8. So... I'm gonna present you now the mod I was working on for the last months. I must say that I didn't have a straight concept in the last time. In the beginning the idea was to make the whole game faster and bring some more features to full weapon CTF and TDM. But in the last time I didn't really feel like working on a release... don't know... maybe someday. Anyway, here are some of the main-features (there are a lot of other minor changes, the whole changelog has like 100 entries ): Some Pics: A lot of credit goes to the guys of jacoders.org and especially eezstreet. I'm a horrible coder (well I think I'm getting better at least ) and without their help I wouldn't even know how to compile teh dem sourcecode D:
  9. Hello all. I'm working on a DLL which allows people to perform code mods of their own in SP. This is heavily WIP, but I'll explain how it works: You place the proxy DLL in your Gamedata folder (and the original in the base folder). The game will load this DLL, which will look first in your fs_game directory (and then in your base folder) for a new jagamex86.dll to springboard off of for content. Optionally, you can flag your DLL, which will make it not load the entire thing in place of the original SP module (because we don't have 100% coverage of the original DLL as it stands). What can you do with this? So far, we have coverage over the vmMain function, which allows us to modify top-level functions and code operations, and perform very remedial stuff (so far). However, when we get really going on this, you can expect code support backing major SP modifications. For you coders, here is what we have access to so far: - syscall/trap functions (not mapped out yet, but there) - vmMain + all calls from it are known (yay!) - GetGameAPI (serverside equivalent of vmMain) How easy will it be to make modifications to SP over MP? At first, very hard. But once we have all the major structs and functions added, it will be only slightly harder than making mods to MP Will you release sauce to us? Yes, at some point. The base DLL will be made available, but the proxy DLL will be mostly closed source (unless you really really want it...doubtful though) Will this have a tech demo? Eventually, yes. How can I build my own code mods with this? As I told you before, the system relies on a proxy DLL which communicates with another DLL in your gamedata folder. Your DLL will be in the gamedata folder and will receive calls from the proxy dll
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