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10-08-2012, 08:25 PM
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#1
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Senior Member
Join Date: Feb 2008
Location: Look to your left.
Posts: 1,563
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JC's WIP
Here's one of them WIP threads people sometimes make. This one is JC's. I'm not working on any large mods but I am messing with the game constantly, so I'll upload little things from time to time.
So, what am I working on at the moment? On a whim I started working on a new weapon type... here's a little hint:
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10-08-2012, 08:37 PM
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#2
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Mod Longer, Forum Less
Status: Moderator
Join Date: Jan 2008
Location: Ebon Hawk
Posts: 1,700
Current Game: Mechwarrior II: Mercenaries
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Pazaak cards? Yikes!
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10-08-2012, 08:47 PM
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#3
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,143
Current Game: Fallout: New Vegas
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So kill a man with a card? I could swear I've heard that before.
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10-08-2012, 09:42 PM
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#4
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Veteran
Join Date: Aug 2007
Location: East Coast
Posts: 871
Current Game: Revenge of Revan
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lol!
Love the video.
First thought was Marvel's Gambit character
Also thought 52 card pickup....
Keep up the great work- look forward to your experiments and progress with these ideas!
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10-09-2012, 01:38 AM
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#5
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M4-78
Join Date: Mar 2006
Location: Pasadena, MD(Nar Shaddaa East)
Posts: 1,097
Current Game: The Old Republic
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Quote:
Originally Posted by logan23
First thought was Marvel's Gambit character
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If Angry Birds can do a crossover with Star Wars, why not Marvel? In fact, I recall Dak Drexl was going to put Stark as a weapons merchant into K1 once upon a time.
Interesting weapon, that's for sure!
 
As of 28APR13: I released a new small texture mod! Check it out here.
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11-18-2012, 08:27 AM
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#6
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Senior Member
Join Date: Feb 2008
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Just a little something I made this morning (click for full size)...

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11-19-2012, 02:16 PM
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#7
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M4-78
Join Date: Mar 2006
Location: Pasadena, MD(Nar Shaddaa East)
Posts: 1,097
Current Game: The Old Republic
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Quote:
Originally Posted by JCarter426
Just a little something I made this morning (click for full size)...
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How much larger is your new texture? If that is what has changed, do you also have a "red lights" version for when the Citadel Station has that invasion problem later?
 
As of 28APR13: I released a new small texture mod! Check it out here.
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11-19-2012, 04:03 PM
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#8
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Senior Member
Join Date: Feb 2008
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64 times as many pixels, making for one whopping file size. I haven't done the red version as I don't need it immediately, but I saved everything so I can get around to it. I might also adjust the buildings to make them look less flat.
I should mention that because of sloppy modeling, it doesn't look all that great in 204TEL. Now that you can see it clearer, the sloppiness is more obvious.
Last edited by JCarter426; 02-05-2013 at 04:10 PM.
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11-19-2012, 06:54 PM
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#9
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M4-78
Join Date: Mar 2006
Location: Pasadena, MD(Nar Shaddaa East)
Posts: 1,097
Current Game: The Old Republic
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Seeing as that texture was one of my (many) requests, I would love to get a copy once both colors are complete. iIRC, both of the colors reside on the same texture on the original.
 
As of 28APR13: I released a new small texture mod! Check it out here.
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11-19-2012, 07:12 PM
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#10
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Senior Member
Join Date: Feb 2008
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Posts: 1,563
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I was bored earlier, so I whipped up a red version. While I was there I noticed the Ravager texture, as well as the textures for some Sith fighters, are rather horrible, so I might take a look at them later. And of course the laser fire colors are swapped, so I'll reverse them while I'm at it. I am wondering if they are used correctly elsewhere in the game, and if it's the same texture, however.
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01-02-2013, 08:51 AM
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#11
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Senior Member
Join Date: Feb 2008
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So I'm primarily working on a K1 version of the toolbox; however, the engine doesn't support some features, so it's slowing me down a bit. The cloning function is a particular problem because it's impossible to grant feats and powers. Therefore I'll need to generate some UTCs by hand. I'm still considering exactly how much work I'm willing to do for this function, but in the meantime I've been working on this:
What the hell is it? Well, once it's complete, it will allow me to generate a character's stats based on my input, faithful to the game's level up system; I don't want to have to make any blind guesses. While I was editing this, I realized it could be useful for generating realistic NPC stats in mods, so I'm going to include it in the toolbox.
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01-02-2013, 12:09 PM
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#12
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Master of Puppets
Join Date: May 2009
Location: MN
Posts: 1,114
Current Game: Chrono Trigger
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That is awesome JC!
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01-02-2013, 07:46 PM
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#13
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The Divine
Join Date: Apr 2010
Location: Amerikhastan
Posts: 1,010
Current Game: TOR
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Oh I'm going to have a field day with this once it's finished! Keep it up!
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01-07-2013, 11:01 AM
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#14
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Senior Member
Join Date: Feb 2008
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I thought I should drop by and assure you all I'm not being lazy... far from it...
(Click for a much, much larger version on MediaFire... because I broke Photobucket.  )
It's a rather intense operation, and it's almost fully functional.
Last edited by JCarter426; 01-07-2013 at 11:23 AM.
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02-04-2013, 03:30 PM
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#15
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Senior Member
Join Date: Feb 2008
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Well, I was distracted by some other work for almost a month, but I just finished the spreadsheets this afternoon. The K1 toolbox still has a ways to go, so in the meantime, here are the spreadsheets:
Download
Tutorial
If you're using an older version of Excel, download the compatibility patch and install it before running. Enable macros. Only change cells that are light blue.
There are ten spreadsheets included Character Sheet is the blank template for you to use as you like. Tables is vital to all the other sheets' function, so don't edit it. The rest are examples I left for your reference - templates for each of the game's classes, based on all the recommended choices, though I had to make a few educated guesses; I'd appreciate any feedback on these, as I am using them for the toolbox.
If you have any issues, let me know.
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02-04-2013, 04:55 PM
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#16
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,143
Current Game: Fallout: New Vegas
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Wow, this is pretty cool. I only just played around with the Character Sheet but still, nice work.
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02-04-2013, 10:46 PM
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#17
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Junior Member
Join Date: Jun 2011
Location: California
Posts: 484
Current Game: KotOR 1 Restoration
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Quote:
Originally Posted by Fallen Guardian
Wow, this is pretty cool.
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02-05-2013, 02:15 PM
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#18
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Rookie
Join Date: Jan 2013
Posts: 67
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make the cards have the frag grenade r plasma grenade effect and AoE damage, then gambit here we come 
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02-05-2013, 03:08 PM
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#19
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Rookie
Join Date: Jun 2011
Location: Dxun
Posts: 141
Current Game: SWTOR
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The work in this thread - all of it - is truly excellent.
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02-05-2013, 04:11 PM
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#20
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Senior Member
Join Date: Feb 2008
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Thanks, everyone! Working on the K1 toolbox as we speak; I expect to have it done this week, at least in beta form.
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