TheWhitePhoenix Posted December 23, 2016 Posted December 23, 2016 Holy Shiet! @@Noodle You just made KOTOR in THE JK3 !!! This is amazing ! I hope more Sp stuff like this will be coming out here I'll say!
DarthDementous Posted December 24, 2016 Posted December 24, 2016 yeah honestly this is fantastic. I wonder why it's taken someone so long to realize the potential of adding in RPG game mechanics to JKA - that console was very slick and straight out of KOTOR! the_raven likes this
Noodle Posted December 24, 2016 Author Posted December 24, 2016 Finally! I've finished compiling a test version of my first map. Remember though, this is just a small part of a big project, and this map will be connected to a bigger net. If you can, tell me if you find bugs or things that should be fixed (I'm sure there are lots!), I'm also open to suggestions. Some will be added, some I don't think I've got the skills yet. To test type in console /devmap demobandithideout01 Download link: https://www.dropbox.com/s/1qoxjxtfsfrmnbt/DemoBanditHideout.pk3?dl=0 A list of things that can be tested: - Some NPCs can be knocked down and cuffed (not all of them though!)- The Jukebox should be able to play some tunes.- Control panels might be useful if you've got the proper data card.- Boss might or might not surrender if you fulfill certain conditions (this will be useful for future bounty hunting missions). A list of things that will be buggy: - Some of the NPCs might move when they're cuffed (only one that I'm aware of)- If you turn the turrets to your team, don't expect them to have good aim. - A small UI error (I was testing new stuff) IMPORTANT NOTE: If you want the menus to work, you must have cheats enabled. I know it sucks, but it's the way it is for now. Holy Shiet! @@Noodle You just made KOTOR in THE JK3 !!! This is amazing ! I hope more Sp stuff like this will be coming out here Thanks @@Langerd , your work's truly inspiring and it helped me to get into mapping. yeah honestly this is fantastic. I wonder why it's taken someone so long to realize the potential of adding in RPG game mechanics to JKA - that console was very slick and straight out of KOTOR! Thanks! I don't know why this hasn't been done before, but if I manage to upload this map into the hub, I'll make sure to add the source .map file so others can see what I've done. scp_chaos1, DarthDementous, Torki and 4 others like this
Noodle Posted December 30, 2016 Author Posted December 30, 2016 Guess who's learning how to animate just to make his NPCs drink beer. Also, is it cool if I use your Mas Amedda model, as seen in this video, @@Kualan? Torki, ZanderNao, Stoiss and 10 others like this
Kualan Posted December 30, 2016 Posted December 30, 2016 Guess who's learning how to animate just to make his NPCs drink beer. Also, is it cool if I use your Mas Amedda model, as seen in this video, @@Kualan? Sure, it looks good. TheWhitePhoenix and Noodle like this
TheWhitePhoenix Posted December 30, 2016 Posted December 30, 2016 Okay, calling it. I'm gonna be using this for my machinima when it's completed.
Langerd Posted December 30, 2016 Posted December 30, 2016 Guess who's learning how to animate just to make his NPCs drink beer. Also, is it cool if I use your Mas Amedda model, as seen in this video, @@Kualan? You can add some cutscene where You put something in the drinks that will make all gangsters fall asleep It would be cool to see! Or their accuracy would be the lowest one because there would be drunk XD Ramikad and Noodle like this
Mand'alor Posted December 31, 2016 Posted December 31, 2016 This is surely amazing! Really looking forward to see more of your (coding) work
Noodle Posted December 31, 2016 Author Posted December 31, 2016 Sure, it looks good. Thanks! Okay, calling it. I'm gonna be using this for my machinima when it's completed. I'm glad that you like it! You can add some cutscene where You put something in the drinks that will make all gangsters fall asleep It would be cool to see! Or their accuracy would be the lowest one because there would be drunk XD Those are great ideas! I'm avoiding cutscenes for a more open-world like gameplay (at least for this project), but what you said already gave me a couple of ideas on how to make the NPCs fall asleep! This is surely amazing! Really looking forward to see more of your (coding) work Funnily enough, all of this has been done with scripting only. I'm using coding to add weapons and other things, but I think that'll come much later since I want this to be compatible with other mods (for now). Langerd, DarthDementous, yeyo JK and 2 others like this
DarthDementous Posted January 1, 2017 Posted January 1, 2017 wow so this is all done with ICARUS? the thought of learning to code in JKA is intimidating but if scripts are that versatile I kinda want to check it out now.
Noodle Posted January 1, 2017 Author Posted January 1, 2017 wow so this is all done with ICARUS? the thought of learning to code in JKA is intimidating but if scripts are that versatile I kinda want to check it out now. The amount of things you can achieve with ICARUS is amazing. Coding is fun too, but I don't want to use it unless it's really necessary. DarthDementous likes this
Mand'alor Posted January 4, 2017 Posted January 4, 2017 Funnily enough, all of this has been done with scripting only. I'm using coding to add weapons and other things, but I think that'll come much later since I want this to be compatible with other mods (for now). Oh okay I see. But regarding your bounty hunting, I feel like you will only be able to achieve this with coding. Noodle likes this
Noodle Posted January 8, 2017 Author Posted January 8, 2017 Oh okay I see. But regarding your bounty hunting, I feel like you will only be able to achieve this with coding. That might be so, I'm learning a bit about coding so I can add things like a working economy system with credits and such. DarthStiv and Mand'alor like this
Langerd Posted January 8, 2017 Posted January 8, 2017 These modifications and works like Yours @@Noodle show us that guys making Jk3 were lazy ... sooo lazy. With so much things and creativity...They didnt use full potential .. Many modders on Hub are using what they had on the table.. And they are making amazing stuff (Like You here)Wish more idea will come to Your mind and more stuff We will see Happy Modding Noodle likes this
Noodle Posted January 8, 2017 Author Posted January 8, 2017 These modifications and works like Yours @@Noodle show us that guys making Jk3 were lazy ... sooo lazy. With so much things and creativity...They didnt use full potential .. Many modders on Hub are using what they had on the table.. And they are making amazing stuff (Like You here) Wish more idea will come to Your mind and more stuff We will see Happy Modding Thank you, though you're still light years ahead of me with your mapping and modelling skills. My cantina is starting to look more and more like I want it to, I'm testing interactivity with NPCs with their own dialogue. In my video you might notice @@Barricade24 's gamorrean skin and vibro-axe, @@Kahzmat 's Redja, the Twi'lek Mercenary and a bunch of vehicles that were transformed into textures for my clone wars themed cantina table game (it's just decoration, don't think I have the brain power to create a game inside of a game). I've been trying to use models which state they can be used as long as the creator is credited, which they will if I ever release this, but I still feel the need to acknowledge them if their work appear in my videos (just so they know I'm not claiming credit for their work). Captain Leeroy, Psyk0Sith, DarthDementous and 12 others like this
Kualan Posted January 8, 2017 Posted January 8, 2017 Wow, that's really impressive. Continuing to follow this thread with great interest. z3filus likes this
DarthDementous Posted January 10, 2017 Posted January 10, 2017 JKA was missing this kind of atmosphere and interactivity. with these inclusions you could completely transform the style that we play JKA, or at the very least create a map that feels alive with its various denizens and the ability to have multiple lines of dialogue. favourite part was when you had to press the Kel'dor guard to let you into the arena - that encourages exploration like KOTOR 1 and 2 did. Noodle and Barricade24 like this
minilogoguy18 Posted January 20, 2017 Posted January 20, 2017 Cool stuff going on in here, I'll try to have that revised rig ready for you possibly the start of next week.
Noodle Posted January 20, 2017 Author Posted January 20, 2017 Cool stuff going on in here, I'll try to have that revised rig ready for you possibly the start of next week. Great! I've high hopes that Softimage will allow me to make much better animations.
minilogoguy18 Posted January 20, 2017 Posted January 20, 2017 I'm just trying to solve the finger controls, I might just make a synoptic view that has a bunch of buttons to put the hands in different poses as well as maybe some sliders that control individual finger curl.
RAILBACK Posted January 20, 2017 Posted January 20, 2017 Even though they're merely decoration, sometimes I wish you could interact with them on a superfitial level. Agreed. Heres another way of saying it: Professionalism. QUALITY. This mod, along with Langerds Bespin level and some aspects of physics from NAB622 WIP, really, the skys the limit. swegmaster, GamerRedNeck, Noodle and 1 other like this
Noodle Posted February 3, 2017 Author Posted February 3, 2017 Agreed. Heres another way of saying it: Professionalism. QUALITY. This mod, along with Langerds Bespin level and some aspects of physics from NAB622 WIP, really, the skys the limit. Thanks! I've been learning some new things and I think I'll be able to do really interesting things with this project. Sadly, there are no previews for now, since I want to keep some things secret!
minilogoguy18 Posted February 3, 2017 Posted February 3, 2017 Well don't get too into the file I last gave you, I'm nearly done with the new setup and it's really gonna wow you and probably a lot of other people about how much it'll speed up workflow. Think about the extra menu I added but turn that into a interactive image map with clickable, buttons that run scripts and interactive sliders. Big things are happening, big things. RAILBACK and Noodle like this
Noodle Posted February 3, 2017 Author Posted February 3, 2017 Well don't get too into the file I last gave you, I'm nearly done with the new setup and it's really gonna wow you and probably a lot of other people about how much it'll speed up workflow. Think about the extra menu I added but turn that into a interactive image map with clickable, buttons that run scripts and interactive sliders. Big things are happening, big things. Oh wowee!
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