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ZanderNao

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Everything posted by ZanderNao

  1. ZanderNao

    Dworn

    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.
  2. 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.
  3. I am so excited!!! This is fantastic work! (goes to sniff out the download)
  4. The pattern is really good, and I like how you've blended qualities from the different models. Fantastic work as always!
  5. 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.
  6. 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.
  7. 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.
  8. The ambiance is amazing. You are truly gifted... I could just wander around there, see the amazing stuff.
  9. This model is just... I can't believe you managed. I thought his player model would be impossible for anyone, but It turned out so well!!!
  10. I noticed that there are weird black renders on the custscenes when played on more contemporary systems, even the version from steam. It happened on numerous computers... I hope that your converted cutscenes will be free of that flaw. The upgrades with the skiff sound amazing, and who isn't to like goodie boxes?!
  11. Well... I have no idea about how these maps are made, but I like the aesthetic. It is uncommon, unique, distinct. The stylistic choices are what sets Atlantica and other maps apart. This isn't just a map I'm going to play, it is a map I will always remember. I continue to look forward to progress being made.
  12. Veeeery nice, very good work. Congratulations. I can't wait for the release.
  13. The most I've ever done is reskinning. I'll have to look up Q3ase. My apologies for my limited skill.
  14. I've been looking at various T3-M4 pictures and it reminded me of the issue with Proxy for Force Unleashed. Depending on various reverence angles and lighting, both droids fall on a spectrum of coloring from silver to purplish blue to pale blue. Since Jedi Academy relies on a bit more simplistic lighting, what do you think would be the most aesthetic?
  15. That's an interesting notion, and a good first step to what most machinima makers need. Somewhat time consuming, but certainly a good start. Thank you.
  16. I know not all player models support active speaking, but I am thinking about how the well designed ones can open their mouths in time to scripted dialogue in single player, and in accordance with taunting in multiplayer. With the source code revealed, would there be any way to... set up some code and then bind the speaking script to a key, allowing the mouth to open and close whenever a key was held down?
  17. I have to agree. Seeing how fast T3 is coming together, seeing the collaborative atmosphere of this website. It truly is the... hub... of JK... Plus JK3files has been crippled by that software glitch that just nukes the update lists and file pages.
  18. Oh yeah! It's always nicer to have actual assets than trying to retcon something. Let us behold the wonders of this mod coming together in splendid anticipation.
  19. Of the 8 or so droid vehicles I've come across, they all tend to be type VH_WALKER. Are there advantages to the VH_ANIMAL class? Does that prevent the 'rolling over people' effect, or the massive explosion upon death?
  20. As useful as the top panel was in Kotor, I kind of like the streamlined look of his head being flat. That being said, there's also something interesting about a droid being ready for anything at any time. MP support is something I strongly require, lol, otherwise the mod would taunt me for the rest of eternity being so close and yet so far away. I'm excited... Thank you everyone for your input, and Chalk... you are a true hero.
  21. I'm loving this. Such a small room but so many memories. I think the suggestions for the doors are good, especially hidden droids for extra bounty.
  22. I think the taunt effect is pretty hillarious, it really makes for a great idea. I also look forward to the eventual cutscenes. As always I am impressed by your efforts, fantastic work.
  23. TFU bobble head modles? I am both horrified and intrigued and horrified...
  24. There's always an interesting balance between absolute authenticity and upgrading because art assets are so much better now; I think the later screen shots show that perfect balance between the old and new. Its amazing to see so much ressurected from the old and brought to our familiar medium. Great work! You mentioned spotting 8T88 in once instance. What model are you using for him?
  25. I don't know whether to faint or swoon... Szico, you've always been tied for my favorite mapper of all time and you are far more reliable on the postings... I am so thankful you are still mapping, and this looks insanely awesome. One of my favorite mods ever was a toss item pack where you could spew out NPC's of various items. My favorite was the EMOD (tanks of swirling yellow gas) as it had relevence to my machinima, but other than moving them around there wasn't much you could do. This is far more interesting given that they have that post destruction event. So I can tell they are NPC's, but would they be spawnable in other maps, while this one was in base?
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