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IrocJeff

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Posts posted by IrocJeff

  1. 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. 

  2. 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
  3. 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.

     

     

    shot2016-10-01_20-14-29_zpsyb4ke7yf.jpg

     

    Even though you as a player won't ever see this angle on the catwalk but I thought I 'd add it in anyhow.

     

    shot2016-10-01_20-15-20_zpslvimg0qd.jpg

    Kualan, Jolly, Langerd and 3 others like this
  4. 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.

     

     

     

    shot2016-09-25_21-14-27_zpsz6wvcndw.jpg

    Kualan, swegmaster, Jolly and 1 other like this
  5. 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. 

     

    shot2016-09-25_18-19-01_zps8rhpai9c.jpg

     

    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.

     

    shot2016-09-25_18-19-37_zpshancfk2s.jpg

    swegmaster, Smoo and Jolly like this
  6. 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. 

  7. 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. :D

     

    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
  8. 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.

     

    shot2016-09-14_21-46-27_zpssobh05za.jpg

     

    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
  9. 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
  10. 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
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