Wow! How do you that?     (Moderator: Hell Raiser) Previous Topic | Next Topic
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Post 12-Mar-2007 03:24        

I am totally blown away, I'm not worthy!
Post 12-Mar-2007 05:12        

Sexy lightsabers there HR!
Post 12-Mar-2007 14:52        

They look awesome, well done! This won't conflict with JKE, will it? I hope the finished product will still be compatible.

Also, before I asked that question I checked the description and just noticed that you said this will be featured in JKTA! That's awesome! I was totally going to suggest that, but didn't want to sound like I was pushing you to do a load of crap you didn't want to. Keep it up, please! I'm looking so forward to both of these!

(now I just need a way to appropriately pitch the idea of cliffhanging to you... I know it's been tried before, but never successfully O:))
Hell Raiser
Site Developer
Post 12-Mar-2007 22:12        

Thanks guys, I appreciate the comments.

And if you couldn't tell, I'm using JKE. I have it perma-installed in my JK\Resource directory. The only difference between stock JK and JKE, is the right hand model is on each individual player model, and the weapons have no hand. Either way, it doesn't interfere with the code, and I don't have to compensate one way or the other.

If LbtF pans out the way I want it to, all I'll have to do is wire it into the existing JKTA code I have, since the bulk of that is just starships and whatnot. I'd like to have weapons incorporated into the arm code, but that'll come in at a later date.

As for cliffhanging , well, I dunno... I'd have to figure out the best way to do all that, and find a good and seamless way to incorporate it into my exisiting formula. It'd be super cool, but I'm not gonna devote time to it any time soon.
Post 13-Mar-2007 03:39        

Hell Raiser wrote:
And if you couldn't tell, I'm using JKE. I have it perma-installed in my JK\Resource directory. The only difference between stock JK and JKE, is the right hand model is on each individual player model, and the weapons have no hand. Either way, it doesn't interfere with the code, and I don't have to compensate one way or the other.

Yeah, I did notice actually, I just had a brain-fart. At the time I wrote that post for some reason I was worried that your new saber would conflict with the JKE saber. But, like I said, I forgot that you were using JKE in the screenshots of the saber, so obviously that's proof there's no problem.

I understand if you don't put the trouble into some extra fancy-but-not-really-necessary stuff like cliffhanging. I just thought I should throw the idea out there to ensure that it isn't included only because it never crossed your mind!
Hell Raiser
Site Developer
Post 13-Mar-2007 23:14        

Well, it never crossed my mind. I'm always open to suggestions, especially after beta's have been released.
Post 14-Mar-2007 02:41        

Very nice work HR! Glad to see the JK Alpha Blending effect put to perfect use! Looks awesome!
Post 28-Jun-2007 19:58        

is this mod out? if so which file do i download?
Hell Raiser
Site Developer
Post 30-Jun-2007 14:40        

No it's not out. At it's current state, it's no more than flashy effects. The collision of the saber blade had been giving me problems that I couldn't solve.
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