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Kessno

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Posts posted by Kessno

  1. What'choo talkin' about @@ensiform.

     

    @ You can enable it using r_ext_framebuffer_multisample 2 (or 4, or 8 depending on your graphics card).

     

    By saying depending on GFX cards you mean ATI vs nVidia? I'll assume nVidia cards also probably have better support for it than ATI?

  2. Yeah, use the original ones as a reference while you're building the map if you need to. Some of the textures are so bad though that you could probably easily get away with using completely different ones instead of remaking the originals.

  3. Hello,

     

    It sounds like this mod will effect Single Player and change some of the gameplay elements and give a wider variety of skins to choose from for the player. Did you create the female face model that you're showcasing?

     

    I'm a bit confused though when you state that you "purchased a pack of models from MovieBattles" you shouldn't have been charged for a pack of models made by the community. I noticed that you mentioned here, and on your Facebook page, that you're using models from the KotOR pack. I would strongly recommend that you remove those as ported models are generally frowned upon. I highly doubt that your mod would even be hosted here on JKHub if you decide to go ahead and include them in your mod. My advice would be to remove them, they are all poorly put together anyway.

  4. It's a Star Wars game. Of course we're going by canon.

     

    Even if it were to be movie-realistic, considering Jedi Academy takes place in the EU officially everything would be non-canon anyway.

     

    Is it me or does using the word "gun" in the Star Wars universe feel kinda out of place? lol.

     

    Whatever happened to the term blaster?

     

    I've never been particularly fond of the blasters and heavy weapons in Jedi Outcast/Academy. In Jedi Outcast it felt like it made more sense story-wise because Kyle was working as a mercenary at the time. All of the Nar Shaddaa levels made good use of the disruptor rifle for dealing with enemies across large distances. Most of the time though it doesn't make sense to use any other weapons due to the enemies you're fighting, with the occasional use of a heavy weapon. They just don't feel right to me, although maybe that's just me. Perhaps it's something that carried over from the original Quake and needs to be changed? I don't know.

    CaptainCrazy likes this
  5. Fantastic architectural work! Then again, your maps have always had great designs to them.

     

    In your latest post Szico, the first two photos you posted are using rend2 and the last are the base game? In the 2nd from the top photo, on the shot with the pillars, is the water shader still in development? Besides the reflection/effect next to the candles it's rather hard to even tell that there is water across the floor. Also, on the right column, the middle cutout looks like it's a lot darker than the rest of the cutouts around the column. It's also apparent on the very base of the pillar, where on the left side it looks like a dark shadow and then to the right of that it immediately cuts off and goes back to the regular texture.

    Szico VII likes this
  6. So basically the Webroot that my ex paid for is about to run out and I'm not about to buy any antivirus, gonna try to go with Avira with the windows firewall combo (win7 x64), is that a decent setup for being totally free?

     

    I've had a pretty good experience with it in the past. It found a Trojan that was on my external HDD at one point. The only downside to it is every once in awhile after it updates it will pop up a large windowed advertisement to purchase the product.

  7. Sounds controversial.

     

    No, that was the ending to Mass Effect 3.

     

    This project sounds like it will need more than just one programmer to get what you want accomplished. I also think that most people will still want more information before they get involved. Large ambitious projects like this typically cause hesitancy within the community without a lot of information to back it up. Listing publicly what you've accomplished so far, or specifically what you need help with, might give modders more interest in helping your team out.

    Onysfx and Circa like this
  8. Interesting. How would we go about improving this? I've never researched such a thing. *goes to investigate*

     

    Research Search Engine Optimization (SEO). You'll need to insert some key terms into JKHub's meta header and also any images or content that is uploaded. It'll take a while for it to show up on Google though, I think at least a month for the search engine to capture it.

    eezstreet likes this
  9. Eezstreet has a point. Whether it's top-quality work, or no profit is being made from the product, the models themselves are still ported over for the project. Ravensoft and Activision had licenses to work with Star Wars and create the content that they made. It's never a great idea to port content to another project, regardless if you give credit or state that you're not the original creator of it.

  10. All the releases are quite recent on his account for the ports. How questionable is it to sell a port legally? What happens when Activision notices this?

     

    I suppose selling any product under the name of Star Wars is a risk, unless he had permission to do so, which I highly doubt. In regards to the port itself, wouldn't that just be changes to the code that you guys originally released? None of the assets from the original games are included, so why would that be an issue with Activision? Other than any licensing issues for making a product associated with Jedi Outcast/Academy.

  11. Fantastic work! From that screenshot, I'd say that the opening cinematics rival that seen in modern game engines.

     

    In all seriousness though, that's a great start. Due to the resolution, I can't tell if the font on the main menu is anti-aliased or not? I know when I've forced anti-aliasing through the nVidia control panel they typically aren't for whatever reason.

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