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Everything posted by DarthDementous
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Jedi Home III - Temple Edition
DarthDementous replied to AngelModder's topic in WIPs, Teasers & Releases
there's a part of this track that captures the same feeling as 'Yoda and the Younglings' (theme for Jedi's Home II): I would also suggest this: -
The Force Awakens Conversion Mod for SP
DarthDementous replied to GPChannel's topic in WIPs, Teasers & Releases
looks like you've messed up the syntax in one of the files (placement of brackets etc.) which has had a chain reaction causing the interpreter to read the other files differently and thus causing certain files to not load properly. a good way to tell this is the problem is when you get errors for files that you haven't touched, like in this case: models/players/player/model_default.skin look through all the files you've modified recently since the error and make sure that the syntax is correct. -
jesus christ. now I can see why Psyk0 used Hapslash's robes for his Ongree head: that is terrifying.
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they're from TFA, you can see them on Jakku and more notably the Resistance pilot Ello Asty.
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couldn't you try using the body of 'daala' from Moviebattles 2? that looks like it'd serve the exact purpose as a female version of HS_Imperial.
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@@Psyk0Sith nice man, glad to see you take inspiration from one of the requests in the forums. you work fast and with quality, I don't see any major areas that are off in your mesh compared to the concept.
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well, dodgy in the sense that I don't know if it'd be entirely legal to release with the conversion .
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I have a solution but it's very dodgy. I can convert any module in KOTOR to a .md3 and place it in a .map but it'll require manually adding collision brushes and lighting, the latter of which isn't too hard. the other solution which is a hell of a lot more time consuming is to use those exported modules as a reference as well as their textures to re-create the level.
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@@GPChannel this would be more suited for the Modding Assistance forum. however, to me this looks like a format error. for some reason it's reading the soundfile 'metro' as 0 bytes, indicating that it's not recognising the proper format. in order to make a soundfile work with JKA it has to be a .mp3 with no extra encoding or a 44000Khz .wav. I suggest using the program Audacity to export 'metro' as a .mp3 with the following settings: Bit Rate Mode: Constant Quality: 128kbps Channel mode: Stereo to export .mp3s you'll need the lame codec, instructions can be found here: http://www.howtogeek.com/howto/40274/how-to-add-mp3-support-to-audacity-to-save-in-mp3-format/
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I Got False Banned Pls Help
DarthDementous replied to Mums Spaghetti's topic in JKHub Feedback & Help
we most likely can't help you with an issue on a random server that's unaffiliated with the JKHub community. there's no base voice chat in JKA either, in-game you can only communicate via messages. -
The Force Awakens Conversion Mod for SP
DarthDementous replied to GPChannel's topic in WIPs, Teasers & Releases
I can do the voice for the Emperor. here are some lines from a fan-dub project of a comic that I was cast in: https://www.dropbox.com/s/4kf576ql9zmf771/palpatine_line_22.mp3?dl=0 https://www.dropbox.com/s/4o708yg689afr5x/palpatine_line_28.mp3?dl=0 https://www.dropbox.com/s/7e1xg58pd15mmb1/palpatine_line_15.mp3?dl=0 https://www.dropbox.com/s/a4kjeu8eql7if5b/palpatine_line_39.mp3?dl=0 https://www.dropbox.com/s/vs96c47pri1gjvm/palpatine_line_30.mp3?dl=0 my Yoda is nowhere near as good but I can try tomorrow to try and improve it if you can give me some audition lines. it's closer to the raspiness of Frank Oz Yoda than what was in the Clone Wars. -
looks great @@Kualan, one minor nitpick though is that Tarkin's rank has 3 gold bars on the bottom.
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The path of the Apprentice
DarthDementous replied to dark_apprentice's topic in WIPs, Teasers & Releases
not sure if you've come across this particular picture but let me know if it helps as a reference: -
Rogue One - Vader's Bast Castle (Request)
DarthDementous replied to BenSolo's topic in Mod Requests & Suggestions
according to the Art of Rogue One which is an official source for canon, it was entirely the Emperor's idea to keep him there as a reminder of where he shed the skin of Anakin and became Darth Vader - constantly surrounded by torment. in fact the specific location was deliberately chosen because it was built on the top on-top of Ancient Sith Ruins which is just ripe for exploration in the new canon. -
ah, I had a feeling that was the case. any chance of a more convincing re-texture? I've tried this myself with disastrous results as it requires pretty much painting an entirely new texture over it - then again I'm a complete noob when it comes to skinning so I'm sure you could have better results .
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(WIP) Hrakert Rift Station
DarthDementous replied to DarthDementous's topic in WIPs, Teasers & Releases
some more progress made today. first time I've ever been thankful for Bioware's laziness in there recycling of map layouts . I think the way I'm going to structure this project is to first create the playspace of every room (floor, ceiling, walls etc.) and then go through the whole map on various detail 'passes' such as lighting, adding crates, decals and such. not the most exciting showcase but hey, it's progress and progress made slightly faster than yesterday: -
impressive, most impressive. I'm glad that there's valuable resources even in a Star Wars mobile game for modders to use. any chance of using the cape from the Force Arena Krennic model? texture and shape wise it was pretty much perfect whereas the only viable option in JKA is the Dooku cape which is hard to convincingly re-texture and re-shape. something about the crisp stark white cape just completes Krennic's look. on the note of Force Arena models looking better than the Battlefront ones I think the developers particularly excelled in the area of faces (except for Tarkin, although I've only seen it in-game). the entire Rogue One cast in that game look astonishingly accurate despite a low polygon budget - a testament to the overall quality.
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(WIP) Hrakert Rift Station
DarthDementous replied to DarthDementous's topic in WIPs, Teasers & Releases
neither can I! but there's a long way to go if what I've pieced together in Blender is anything to go on. thankfully I think I've found a more efficient way to work which I'll utilise today. big thing for me is to not get caught up on the details and to just illustrate the playspace of everything first. -
(WIP) Hrakert Rift Station
DarthDementous replied to DarthDementous's topic in WIPs, Teasers & Releases
goodness, it's almost been 3 years! well with a lot of free time on my hands in-between starting my new course I decided to pick this project up again. here are some pictures of the progress I've made today and also before that I never uploaded: going forward I'll be able to more accurately re-create the map because I'm able to use the original KOTOR map modules as reference in Blender. the second room took practically a day, I'm not particularly happy at my efficiency but I haven't mapped in a while so I'm sure I'll get back into the swing of things soon enough. EDIT: can someone tell me how to properly embed imgur links? -
the thing is, to a lot of people this part of their lives is very small compared to their real commitments. JKHub is a hobby, a way to dabble into modding, build up skills - but most importantly work on something you're passionate about. when it comes down to it, it's a matter of perspective. someone not responding to a thread they made online is not important. simply do something else, forget about the thread, and then maybe when you come back to it you'll be pleasantly surprised. I know that in my experience, constantly refreshing a thread with something I'm interested in it to be updated simply made me frustrated and not appreciate the final product as much.
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JKA was missing this kind of atmosphere and interactivity. with these inclusions you could completely transform the style that we play JKA, or at the very least create a map that feels alive with its various denizens and the ability to have multiple lines of dialogue. favourite part was when you had to press the Kel'dor guard to let you into the arena - that encourages exploration like KOTOR 1 and 2 did.
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Bespin Cloud City Vader SP Mission - WIP
DarthDementous replied to Langerd's topic in WIPs, Teasers & Releases
you've done a fantastic job at capturing the look and feel of Cloud City, particularly in the lighting which I think is one of your greatest strengths as a mapper. and you've gone above and beyond by conceiving an SP Campaign for it, utilising scripting and experimenting with level-design. I'm sure a lot of people would just be thrilled to have even a small slice of your work for this project. -
"Target the update requests, single reactor ignition." "You may fire when ready."
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that's not a port. RevanKnight sourced the textures from screenshots but the body is frankensteined and I believe contains no ported meshes.