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Posts posted by IrocJeff
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Sorry for no updates in a while. I can't say my life is busy but I really don't want to stare at a computer screen at home after 8 hours of configuring laptops all day long.
As of now I just got the Imperial Army Troopers to spawn in game. Hurray! Not a huge improvement I know but its really important because stormtroopers are going to be really limited if they are even in the project at all. I also got the Imperial Gunner and Weapons Tech to spawn so things are going well. This is huge for the story line and stuff so now that that stuff is accomplished, along with other npc's I'll need, things should go swimmingly in that area. Going to try and finish the Death Star detailing tonight and then start working on some outdoorsy stuff.
Kualan likes this -
Did you try making them with a transparent background? I'm glad you posted this because I will need blood splatter textures as well.
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Some of those are really great. Do you plan on releasing them at all. I could use many of these in my project.
You do need to make Kallus' hair a bit more blonde as it appears a bit dark in those screenshots.
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Should have had more done this week but oh well. Today I went fishing all day instead of mapping so here's what I got done just a few moments ago. I added in the catwalk on each side of the hangar. I also put a light shader on the front of each step since it breaks up the grey a bit. I also removed the blue lights above the blast doors and am keeping it as is.
Even though you as a player won't ever see this angle on the catwalk but I thought I 'd add it in anyhow.
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One more shot for the night.
Added in some cargo containers. I also think I am going to borrow from the TIE Hanger in Battlefront and extend my platform a bit on each side. So, the platform will have some stairs to a lower part and then another set of stairs to the hangar floor. This will follow the path of the walls on each side of the hangar.
Kualan, swegmaster, Jolly and 1 other like this -
Looking great!
Thanks. I love that signature you have. I wish that scene stayed in the movie.
Smoo likes this -
Still having a slower time than I had thought getting used to all this again and I wish I had more "design" progress to show. I CAN say that the level design for the Death Star 2 intro cutscene has been completed. Well, the all the rooms, hallways, ect, have been completed. Details are now going to be added to each of these areas, then the scripting. On the story front, the stuff I don't want you to know, is going well. So that aspect is moving forward a bit better.
I can say that this meeting is to be a bit more secret a meeting than some official meeting like in A New Hope w/ Tarkin.
I did re texture the hangar once again and changed the lighting and I think its much better now. Those slanted struts that took forever to get the texturing right are now in Basic... lol. However, it doesn't look as loud as it originally did. The floor is some Byss shader shrunk down by about half.
This is the view opposite the first image. I added a platform above the door with railings and will have some activity up there. Going to add in cargo containers and some other hangar-ish things.
swegmaster, Smoo and Jolly like this -
If you guys love Star Wars and Galaga like me, then I suggest you watch this cool and awesome video!
That's awesome..
TheWhitePhoenix likes this -
A walker on the cliff isn't an unusual thing for those, who play Dark Forces II
I had DF2 when it originally came out and was always perplexed why then as well... I'd think a fixed emplacement would be better suited for a landing pad.. oh well.
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Ya know, that radiation suit would make a good model for these games. You can make a lab or something and have a better character than the Imperial Technician to stick in there..
BenSolo likes this -
So, did anyone catch the season opener last night? I think its getting better and better as the seasons go on. I just don't understand the point of having a walker on a landing pad that's over a cliff. Other than that it was a great start to season 3.
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https://jkhub.org/files/file/3060-ffa-hyperblast-by-langerd/
It is finished.. i am known from not uploading my stuff and not finishing them... but i did it.
That latest video you posted was great. The lighting and textures create a nice atmosphere and it reminds me of Quake 3 a bit.
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Just curious if its possible to replace the e-web with something else. Would it be possible to make a t-21 or dlt-19 blaster that can be mounted to a window pane or short wall or something? Kinda like how a real life machine gun would be mounted. While I like the E-Web its a bit too large and bulky for some of the ideas I have.
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Ya I played jka single player but only for a couple minutes a long time ago.
The movement and saber seemed messed up badly.
Your not missing out on much. I forced my way through it and while it had its moments, like Hoth, its nowhere near as good as JO or DF 1 or 2.
JediBantha, eezstreet and NumberWan like this -
Update: figured most of this out by trial and error. Turns out that waypoint networks can't be comprised of only two waypoints -- they need at least three to be functional.
Now I see why Raven used so many closely-packed sets of triple waypoints in their example maps.
https://jkhub.org/files/file/2293-a-plot-is-brewing-in-the-outer-rim/
Download my project. In the APIBITOR.pk3 file is the original map files in .map format that shows how I did the nav goal / combat point so they chase after you. All of my scripts are in that pk3 as well and feel free to use them if you want. You'll be able to see how I did my NPC's which were all scripted and would chase you. I could not get any NPC to follow the traditional waypoint system so i had to script them.
Odeyseis likes this -
I watched the video you posted and I have a question regarding the starfield. Is that a custom shader or some effect in game?
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Looks really great. I love those hallways and the light/color scheme.
Langerd likes this -
It's times like these where I wish jka's engine was more capable of dynamic lighting, it would do so much for the game.
Yeah, but you just have to be creative and use what you got. That is part of the fun.
I added curved walls on the sides as well as a recessed area on the ceiling there. I also put a monitor on the wall.
Odeyseis likes this -
Perfect.
Looking really good!
Thanks and Thanks..
I'm going to keep the table design but I am going to make the room more curved. I also am going to make the main light in the ceiling. I think I want to keep a more red light scheme in this room.
Keep any suggestions coming because I'm only one person here.
Bek likes this -
I'd tone down that lighting too. These are bad guys we're talking about.
How is this ?
Langerd, Darth Sion and Bek like this -
Here is an initial design I borrowed a bit from Rebels. Problem is it looks better with windows and stuff so I'm not too sure this will be on the Death Star but maybe a Star Destroyer instead. I can then put in windows.
Bek, swegmaster, Kualan and 2 others like this -
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Decided to edit the Kejim Floor texture and remove the border around it. Didn't turn out too bad. The lights in the room are causing the odd shine. Probably something with the shader buts its staying like this.
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Looking forward to it! I didn't get the chance to check out your last project but it looked great and had lots of tongue-in-cheek humor.
If you need voice actors, I'd like to perhaps throw my hat into the ring. I have a good quality radio microphone still boxed up.
If I have one bit of feedback, it's that the flags (?) in the hangar look a bit stretched with that texture.
Well you should play it! Its much better than most maps as the NPC's are all scripted which is one of the highlights of the project.
Also, you are more than welcome to lend a hand regarding voices. In fact I'll take pretty much anyone. he he. I DO want someone who can do an upper-class twit-like British officer from WW2 voice. His name will be Fairfax. Outside of that I'm not really too picky. Even better if you can do Stormtrooper voice effects in Aufacity or something. I do plan on using the Imperial Army NPC's so I may need some voices for those guys too.
And yeah, that flag wasn't meant to be that large. Its basically a placeholder. Those compiled images aren't 100% finished. I build as I go so I need to see what things look like since I have no plans other than a rough idea in my mind on what is coming next.
Odeyseis likes this
New SP Project
in WIPs, Teasers & Releases
Posted
Well, I just downloaded MBII since i was pointed there as that is where the Rebel Endor trooper is. I also noticed that there are more weapons in there which would help. The A-280, sniper rifle, and frag grenage. If they will work in JKA SP I'm going to have to start tracking the people who built them down and see if I can use them in this project. I really want more than an e-11 blaster for everyone. People bitched about that in my first project but the non blaster weapons in these games are dumb. I even want to try and see if its possible to have a t-21 or dlt-19 that can be emplaced like on a window sill or similar. Fixed there, but, the players or npcs can use it. kinda like the mg42 or 30 cal in cod/2.
I'd also like a more generic skin for the Endor trooper where its more like more neutral drabby colors.
I do have permission from UniqueOne to use his trees from his projects. I did not even test this out yet so I don't know if they'll work out or not. I'm open for trees, shrubs, bushes when it comes to models.
That is basically it. If I have to take up Blender again and attempt to make models for guns I'm going to have to although I'll need someone to texture them since I'm horrendous with those programs.
Animations.. this area I'll probably need some stuff with in the future but it isn't terribly important
Basically weapons(blasters), trees( shrubs, bushes, hedge rows), and maybe more skins for the Imperial Army guys ( heads especially) and rebels ( if I can use them ). That stuff is priority #1.