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ZanderNao

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Everything posted by ZanderNao

  1. I have a somewhat impertinent question. Given that T3 is from an RPG, he's always ready for battle, but would the animation be as difficult if he had a closed head panel and his arm was not extendable? A sleeker model? Certainly less interactive, but perhaps more manageable? Then again, for a beta version it'd be nice just to see a static model rolling around, lol.
  2. ZanderNao

    Nikto

    Ohhh! Such a good job! This is a species that doesn't get as much attention.
  3. The actor behind starkiller's got the most unique head ever... So complicated.
  4. So poking through the assets, is it just me that gets missing textures on the narshadda and fuelstat levels? Were these the unfinished ones? Other than that, though, wow... Talay, Gromas, the sewers... These are some of the most beautiful maps that have ever existed, and the fact that they were inspired from such a... classic... game engine, it really shows how brilliant the mod makers are.
  5. Haha, I noticed my typo but only after someone had already quoted it. I promise I shall amend my ways.
  6. That's actually genius, but it requires importing the audio into the game engine and getting it to play... and also makes it more complicated to get them to do it whenever one wants, rather than getting it to run randomly through 0-4 whenever a button is pressed. Still, very good insight to have.
  7. That certainly narrows in on the problem at hand... If only we could bind, as you said 'move the jaw and the lip with animation BOTH_FACE_TALK0/1/2/3/4 in a random mode' to a key rather than a sound file. That would be exactly what all machinima filmers would want to sync to their own external audio.
  8. Oh wow, that is some awesome shader! I love it!
  9. Is this going to get a link in the threat when it is available for download?
  10. I always forget that takes place on Coruscant because it is just so unpopulated...
  11. Actually that's a very good point... We've seen Nar Shadda in a ton of games, including Kotor 2... It felt its most sterile in Outcast because of the lack of people and the fairly clean textures, both of which aren't very fitting for a hutt world. It's ironic that an older game was busier and made it feel more alive. It sounds like both problems have already been addressed though because NPC placement seems spot on from the samples we've gotten and the air traffic's being worked in.
  12. Oh, way to improve on the lighting from the original! It seems so much more realistic, and yet blends so perfectly.
  13. That's fantastic atmosphere. It really made the Nar Shada maps in JK2 stand out, it'll be a boon for yours as well. Are you using the original sound assets from the original game? There were some haunting city sounds that I'll never forget until the day I die, especially of vehicles passing by.
  14. I looked into that script, it is pretty darn epic. Thank you. I have to commend you on how much of a perfectionist you are. You keep working and working, and on so many different things too... The Tie facility, T3-M4, Force Unleashed characters. It is hard to keep humility but you do it well. And the Evo trooper is just one more reason for me to be excited for the eventual mod.
  15. Wow, that actually is pretty darn impressive. That's more modding ability than I've ever been able to muster.
  16. I suppose that idea does remind me of Galak's mech suit shield in Jedi Outcast, or those droid shields used on Coruscant in single player... Regardless of how he is used, though, the modeling has to be finished, there's the skeleton and animation and skinning... Lots to do before the request is usurped for other purposes, lol.
  17. ACK! I didn't mean to resurrect the post, I just was trying to catch up on all the updates on JKhub. Its so amazing to see what people are working on. Is the file still in limbo?
  18. Oh... Yeah, that does present a problem for all the fun SP mods... Well, thanks for the feedback. Sorry to distract from the solution making.
  19. That looks absolutely amazing, a thing of wonder. You are a magician! On a semi-related note, what method are you using for the camera rotation around the model in the most recent video? You're in spectator mode from the looks of the zoom in and out, but how did you get such an even, perfect rotation?
  20. Forgive my novice-ness, but one of the files I've kept in my base folder since I found Jedi Academy mods is "Unlimited" which lifts the restrictions on map number, npc number, saber number and the like. I'm not sure on the JK3files/JKhub policy so we can remove the link if necessary, but it is obtainable at this link.
  21. Chalk really is one of the most brilliant modders I've ever seen, his work is exquisite. I hadn't even contemplated the possibility of the droid vehicle managing to shoot given the limitations of the vehicle/class so the idea he could have any offensive abilities in JA really was surprising. Still, I don't see the shocker as being a practical weapon in the game engine as it stands.
  22. ZanderNao

    Selkath

    The head texture on this Selkath is vastly superior to the one I've seen released already. Any chance of releasing it on its own?
  23. I really appreciate that you're still working on this after so much time and that you updated it to reflect current abilities. Most of all, I'm glad I found out about it recently rather than long ago because I don't have to be quite so patient about waiting for it to be released, though I know it'll still take some time. Keep up the good work, and I eagerly await all updates.
  24. I really am amazed at how many distinct looks you've built across all these different maps. Each one is representative of its own world rather than more of the same, and this level is by far my favorite. The cityscape, the the colors, the statues. Marvelous skills no doubt.
  25. I am sure there must be some sort of interference going on from my various mods. When I spawned the mine monster it is making electronics and force noises instead of his original audio. I created a PK3 with the original audio from JK2 but it didn't take.
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