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Lancelot

JKHub Staff
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Everything posted by Lancelot

  1. @JungleGoutte01 Alright. You should've clarified that earlier. Because what you've written above gave the impression that you were working on something. I've changed the topics title to make it more clear.
  2. @JungleGoutte01 First of all, welcome to JKHub! Now let's talk about this project. These are a lot of ideas - some are ambitious, some are possible. But I must admit that I don't quite understand. Are you actually working on this project or are you just collecting ideas? If you are currently working on something, share with us what you have (pictures, videos, maps, models, codes, etc.). But if you don't have anything apart from these ideas, this topic will be just all about collecting ideas, which won't do anything to get this project even started.
  3. Unreal Cinema is currently working on a KOTOR mini-series. It will be entirely adapted to the Unreal Engine. The creator also got official approval from Lucasfilm to make this series, under the condition that he represents it as a fan creation and doesn't use any licensed footage or music. He is also not allowed to crowdfund or monetize it. The results look very impressive.
  4. I was recently thinking about how well the vehicles can be controlled in MP (albeit not as good as in other games from that time, such as Battlefront II), while the control is really awkward and broken in SP mode. Here is my question: Is it possible to adapt the vehicle mechanics from MP to SP? Sure, except for the swoop bikes and tauntauns, vehicles are not an actual part of the campaign. But I was thinking about the sandbox mods, which have become popular in the community. Some sandbox mods already have vehicles included in their maps. Adapting the MP mechanics would not only fix the flawed mechanics in SP, it would also make the experience more consistent. @Asgarath83, is it possible to do that?
  5. I don't know what exactly causes the problem. But you could try to right-click on the image and select "Copy image URL" (or "address", depending on the browser you're using), then paste the link as usual.
  6. I fixed the links for two of the images. The other one was not accessible, so I removed the link for it.
  7. New upscale. This time, it has one major difference: It's in widescreen! The interesting part? No cropping was required. The cutscenes were apparently all initially rendered in widescreen, then stretched to fit the 4:3 standard. The result was that some things looked a bit weird, such as planets looking egg-shaped. Before the upscale process, I simply converted the cutscenes back to widescreen.
  8. @Kazokas As the topic is less about a mod in development and more about concept artworks, I decided to move it to another section and rename it. Hope that's okay.
  9. @ZanderNao @fullkevlar I took parts from the request topic and put them in here. Hope that's okay.
  10. Not related to either Jedi Academy or Jedi Outcast, but I wanted to post it here: Took me significantly longer than the previous videos, but I'm still happy with the result.
  11. @Killjoy Just take a look at our file section. You will definitely find the lightsabers that may interest you. Most of them even come with SP support. https://jkhub.org/files/category/24-lightsabers-melee/
  12. The pack was removed because it contained ported material. We no longer allow files with that content in our file section, especially to avoid legal problems. However, they can still be shared in the forum. You should contact Kualan, the author of that pack, and ask him if he has that model pack.
  13. A Jedi Academy version would not only be interesting, but it could make the best of the potential this mod has. This game is more focused on acrobatics and lightsaber combat than Jedi Outcast, so it would be fitting. @tinny, here are some suggestions: Make the slow motion feature the game has optional. With that, I mean the one that occurs during the advanced force jump (the one that makes you jump further). Get rid of the panning camera during that advanced force jump and during the kung fu fights.
  14. They're called "Sith Jedi Statues" https://starwars.fandom.com/wiki/Sith_Jedi_Statue @Untold Prophecy, I hope it's okay I changed the topic's title.
  15. If you need inspiration, I suggest you google the Weeping Angels from Doctor Who.
  16. @bigphil2695 If it's something that requires precision, maybe you should give Substance Painter a try. Some of our content creators here are already using it for years. You may contact AshuraDX if you need help.
  17. I love it. Kinda resembles T3-M4 from Knights of the Old Republic. Seeing these makes me wish we had a L3-37 model. It's one of my favourite droids.
  18. Awesome! Although only the head mesh was changed, it's definitely superior to the standard model.
  19. @Hartsinck Moved your topic to the Modding Assistance section. I also added your image into the post, so everyone can see it directly.
  20. I must correct you there: He wanted the 200k views for the 30 minute Ultimate Trailer. I remember how people went nuts over it, and they shared the video with anyone possible. Once the viewer count was reached, everyone got super excited - for a good reason, because after all, he said that once the video hits the mark, he would release the mod. But he then accused his fans that they cheated in order to get the counter up. This was yet another moment were everyone started throwing tomatoes at him. Nevertheless, I still had the faith that everything was not as bad as it seemed. I had this feeling years before, and I maintained it at that time.
  21. While the idea of making source files more accessible to the community isn't bad, I think it should be up to the authors. I can understand if many of them are not willing to do that, because they've already spent so much of their spare time making something. Technically, playermodels, weapons and props already are already source files. The model files can be opened with Blender, while the textures can be edited with any image editing software. In other words, anyone has easy access to those files. And if the original author has permitted the free modification of those files, anyone can get to work straight away. Once you know how to work with both, anything else is straightforward. It's a completely different thing with maps. In most cases, they have to be decompiled in order to access the source files, with the downside of having the textures scrambled and losing several scripts. Only very few authors have released the source files for their own maps. But at least we have some source files, such as the ones that come with GtkRadiant. I think that releasing source files is better for huge mods, such as total conversions. You've already mentioned the original KotF made by Timfx, which is one example. He really missed an opportunity, because instead of releasing the required source files for the mod, he flushed all the files down the toilet. He may have had his reasons, but if you think about how much that mod was anticipated in the community, it was a dumb decision.
  22. I think that's enough images and links, @Dart Vader. Maybe you should leave it that way. At the moment, it seems that nobody has any interest in doing it. But we have several people here who are specialised in porting models. DM them and ask politely if they could port it for you.
  23. They look really good. However, I suggest you should reduce the opacity on the larger crosshairs a bit.
  24. @Doughnuts It looks really good already. I'm looking forward to see the finished version.
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