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Everything posted by ZanderNao
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@@ChalklYne What strategies do you use when you start planning to skin something?
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Oh wow! Talk about marvelous corrections. Starkiller's head is back on track again! Good work recovering from that odd squishy phase. The texturing is looking amazing too!
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I really love it, and perfect pick of maps for beauty shots of the mod, lol
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Well all my suggestions on how to obtain audio were already shared, so I'll just say that I am so happy and excited to see a new species being born for Jedi Academy. The texture work is phenomenal and the modeling supreme!
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Ugh, KDR, you are so good at finding great ships that should have new life in Jedi Academy, I want them all but those that can create so well are so busy these days, lol. I'm still investing all my hope that the T3-M4 will get made. Still, all these wonderful ships...
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You're a man of many talents and many projects. I look forward to progress on any front, but mention of the droid makes me very happy... and Raxus, my god that'll be exciting!
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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.
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Ohhh! Such a good job! This is a species that doesn't get as much attention.
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The actor behind starkiller's got the most unique head ever... So complicated.
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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.
- 28 comments
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- Star Wars Related
- Contains Cosmetic Changes
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Haha, I noticed my typo but only after someone had already quoted it. I promise I shall amend my ways.
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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.
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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.
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Oh wow, that is some awesome shader! I love it!
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Is this going to get a link in the threat when it is available for download?
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I always forget that takes place on Coruscant because it is just so unpopulated...
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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.
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Oh, way to improve on the lighting from the original! It seems so much more realistic, and yet blends so perfectly.
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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.
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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.
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Wow, that actually is pretty darn impressive. That's more modding ability than I've ever been able to muster.
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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.
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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?
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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.
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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?