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Everything posted by IrocJeff
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New Jedi Knight Jedi Academy
IrocJeff replied to Darth Ronin's topic in Jedi Knight General Discussions
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. -
Sorry for the late reply. Ahem. I'm glad you enjoyed them more than the original JO maps. I did, too. hehe. I really took a lot of inspiration from Black Mesa for some areas. I did not have the skills to make models and textures of Star Wars-ish soda machines and stuff so I just used some artistic license. It was supposed to be a secret originally but I put real world stuff in for the heck of it. I am working on something new but not a sequel. This will also push peoples buttons a bit as well. Don't worry, you'll like it.
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waypoint, waypoint_navgoal, and point_combat
IrocJeff replied to blinkyzero's topic in Modding Assistance
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. -
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.
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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.
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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.
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How is this ?
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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.
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Changed the floor texture again and decided to put some open blast doors at the end of the hallways. Working on the office room now.
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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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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.
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Here are some updated in-game shots of this area. I decided against the cargo area on the opposite side and just cut and pasted a hallway in. Just going to add in more people walking. I'm also still trying to get the lighting down especially in the TIE rack area. I might raise the ceiling and put large pipes in up there as well. Not sure. Also, I'm trying to find a black, shiny floor texture that is solid. Is there one anyone knows about? I'm using my ceiling texture as a holdover for now. Here is the opposite view.
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Figured I'd post this shot of what I want to do. The highlighted brushes would be one side of the door and it would open outwards.
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Sorry I haven't uploaded anything recently. At any rate here are some in-editor images since I'm still working on it. The first image is just a shaft with an elevator. The player walks from the door the elevator.. well, the camera will. This image is going to be near the end of the cutscene. You get off the elevator and walk to the left. In the middle of the room TIe fighters will be moving along a track as you walk by. Behind the TIE fighters there will be a cargo area you'll see before you turn down the hall and enter the office for your meeting with your superior. Decided to cut this down a bit cause I really want to start the outdoor stuff soon.
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E-11 Standalone project (To be featured later in WeaponsHD)
IrocJeff replied to Rooxon's topic in WIPs, Teasers & Releases
That blaster is looking great! Are you making other blasters perhaps... maybe an a-280 ? http://starwars.wikia.com/wiki/A280_blaster_rifle -
Here's some shots of the hangar. I'm having some issues with my strut lights not texturing right like the one by the right door and there is another one, first on the left. Not sure why but in game they show up all disoriented. I'm still not happy with the wall textures. I'm not sure I'm going to have the player see the entry to the hangar but I made it anyway just in case.
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Thanks for those images. It'd be nice If I could make shaders and textures and models because things would be much easier.. Oh well.. I'll post some images of the new and improved hangar later this evening.
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I really hope so !! From 2:30-2:40 , 2:55-3:10, and 3:49 to 4:00. This is going to be in one of the maps, albeit modified a bit. Rebel Commander you run into is calling this in to a Corvette or some ship in Orbit of the planet, who then sends the message to the X-Wings ( or whatever ) and bombs a treeline. It could be snipers or mortar fire or whatever... Going to need voice actors in this part. I'm also going to need the Imperial Commander of the planet , and his boss at the Death Star 2 he is meeting with. Plus some other stuff here and there as well. As I said before, fewer maps.. 1-2 playable ones, but more stuff going on scripting wise.
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Here is one part of the hallway section. This goes from the hangar to another area. I still have to mess with some light entities in some areas. This last one, the door isn't the texture its going to be. I just needed something there since behind that is the hangar and its open to the void. This is my only sealed room so far.
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I'm trying to make the death star elevator doors and am running into an issue where they don't look good with brushes. I want them functional and I was curious if I could make a functioning door with curves in Radiant.
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https://www.youtube.com/watch?v=r_IrbeZfJII
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Using JO textures in JA ( or Vice Versa )
IrocJeff replied to IrocJeff's topic in Modding Assistance
Well I didn't know that, hence why I asked. -
If you want some practice how about making a better "hands in the air" surrender pose. The one in game isn't too swift and it like they are superman ready to fly away. I'd like to see one where the arms are slightly bent a bit and one where there hands are on their heads. I can kinda use this in my project which is why I ask.
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So what's the official policy on this? I'm finding the JA textures regarding Imperial stuff not up to snuff as in JO especially when trying to make the inside of the death star.