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Jedi Academy: Improved


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Can't say I like everything about this:

Why should the bowcaster's blaster effects be red? They're canonically green, Chewbacca's was just a modified E-11. Green blasts also bring some variety.

Imperial commandos instead of Imperial workers don't really make much sense.

Why replace the good ol' Bryar with DH-17?

 

Otherwise it seems ok.

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Can't say I like everything about this:

Why should the bowcaster's blaster effects be red? They're canonically green, Chewbacca's was just a modified E-11. Green blasts also bring some variety.

Imperial commandos instead of Imperial workers don't really make much sense.

Why replace the good ol' Bryar with DH-17?

 

Otherwise it seems ok.

Red, because I'm going by the movies. I don't recall any green bullets. I could be wrong though.

 

They are Imperial commandos yes, but I honestly think they look better than the JA workers, and seem to be more movie accurate. You see those guys on the death star and such working at computers and readout screens. 

 

The bryar isn't used in JA except in one scene on Byss. I wanted to have more variety in weaponry for the Imperials.

 

Good points though Jango. I actually have considered adding the workers back, since there are multiple NPC's of it. To have more variety.

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hmmm, don't even recall a bowcaster in the movies at all. Can someone provide me with a clip of this? Bowcasters in one of the six movies?

How about 2? :P

 

https://dl.dropbox.com/s/dc16ez2p8wuk6kh/red_bow.mp4

 

And you can see a bunch in episode 3. Lots of different shapes and types.

 

https://dl.dropbox.com/s/77txavfzao4qnik/Wookiees.mp4

 

And yes, now I see that all of their bowcasters have green. :P I guess I was just going by Chewie's before.

 

Maybe I'll change it back to green.

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Boothand likes this
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  • 2 weeks later...

Hey eez.

 

will this version be useing some of the contens idea's from jkg like the weapons. It would really be cool to see the npcs to use alot of different weapons in the game so it not is all the same stuff alle the way through the game :-)

Circa likes this
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The code is open source, but the assets still belong to JKG. Aside from that, their weapons are of a different style than the base weapons. I was hoping for something closer to the base weapons in terms of looks and feel.

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Hey guys. I would gladly help in this project, why don't we merge it somehow with my jka retexture?

That would be great! This is now part of a larger project, covering JKA and JK2, if you haven't seen. 

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I'm not sure if this is the right place to post, but I had a little suggestion...One thing I noticed in JKA and JKO was the lack of the field troopers seen in MOTS and DF II, I think it would be cool, not to mention less dull if some of the many stormtooper officers were replaced with field troopers. For example, The rockettrooper could be like the rail trooper, the stcommander could be the repeater trooper and so on. Does anyone think this is a good idea? I mean it is kind of boring to have a bunch of STofficers running around.

Bek likes this
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@@Barricade24 one thing we're wanting to do is bring more enemies to the maps, and we will probably have more variety as well. The only issue I have with that is that it's not consistent with the films. You never see any of those special troopers, just stormtroopers and officers. But perhaps we could implement some of those.

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@@Barricade24 one thing we're wanting to do is bring more enemies to the maps, and we will probably have more variety as well. The only issue I have with that is that it's not consistent with the films. You never see any of those special troopers, just stormtroopers and officers. But perhaps we could implement some of those.

So you are only going for film consistency? That's what you guys care about?

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@@Barricade24 one thing we're wanting to do is bring more enemies to the maps, and we will probably have more variety as well. The only issue I have with that is that it's not consistent with the films. You never see any of those special troopers, just stormtroopers and officers. But perhaps we could implement some of those.

What you could do though, is have stormtroopers who wear virtually the same amour, but have differences depending what weapons they 'specialise' in. Eg, standard troopers with e-11's would wear normal armour, troopers using heavy weapons like rocket launchers could have a large backpack on, like the sandtrooper has, and maybe some ammo belts around their torso, snipers could have ammo packs on the front of their ammo and maybe legs too, etc.

It would help add more variety to troopers, but still keep them pretty similar.

Circa and Bek like this
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@@Omicron that's kinda how it is now, but limited by the model of course. For more ammo packs, we'd need them added to the model. But yeah, great idea.

 


So you are only going for film consistency? That's what you guys care about?
No?

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I don't particularly like the idea of combining with that high resolution texture mod.

A lot of the textures look out of place, the image/file size and load time is way too high.

 

I'm all for high quality art including high resolution textures, but it must be done in moderation. You can resize a 1x1 solid colour image to 4096x4096, but that doesn't make it any higher quality.

You should also take into account other rendering effects, such as environment mapping, specular mapping, etc...but if you're going down that path, it might be worth using rend2 with physically-based rendering for realistic materials.

 

For reference, the high resolution texture pack being discussed is > 1gb and IMO the ingame quality does not match the file size or load times.

Bek, Stoiss and Omicron like this
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