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Everything posted by ZanderNao
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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?
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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.
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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.
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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?
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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.
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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.
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I certainly hope that's the case, lol. Sad but true... But it makes me appreciate Chalk and the others all the more. I still can't believe how quickly he shaped and refined the T3 model!
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I got the program running and tried to fiddle and accomplished worse than nothing... I don't think I'm going to be any help, but I do wish you the best of progress and than you for attempting to teach me something.
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I hadn't actually noticed the repetitive texture on the ground. When I went back and looked I realized it is used highly, however it looks kind of nice to me... sort of like lots of cement tiles. The only place it really stands out in a way that detracts from the general awesome of your map is the top half of the building in the background of photos 2 and 3. Aside from that, I'm blown away by the design. It's such a rare thing to have interactive map elements. I love the hint of the star destroyer in one of the pictures, and the flying ships is absolutely delightful. Good work! I can't wait to play it.
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I always smashed into the ceiling with it and hurt myself... Plus in a room this small it'd be even more of a challenge.
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I am so excited!!! This is fantastic work! (goes to sniff out the download)
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The pattern is really good, and I like how you've blended qualities from the different models. Fantastic work as always!
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Ambient sound effects are something that aren't often thought about and its a very important quality. Even gloomy maps are enchanting to me when made well. I can't wait to see this in play.
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I can imagine what you're describing and its ridiculously awesome... And also kudos for making him work like he does in TFU, but I think my general consensus is that releasing singular player models is the best way to keep everyone salivating for your work... Entrees preparing us for the main course. Why are my metaphors food based? Perhaps I am hungry... Anyhow, fantastic work as always and I love all your updates.
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LOL Of course we all dream for the original video, but it sounds like you've made it as good as running it when it was a brand new game which is all I could ever hope for. By that alone you are my hero.