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Everything posted by DerFürst
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STAR WARS: Movie Duels (Remaster of Movie Duels II)
DerFürst replied to General Howard's topic in WIPs, Teasers & Releases
In the mission where you play as Yoda to fight Palpatine in the senate chamber, there's a second part of the fight which is a platforming mini-game. The skybox of this room is a compilation of 6 screenshots taken from the map itself, which gives a really cool illusion of space that makes the mini-game possible. However, when you look at the very bottom of the skybox, you'll notice the speaker's podium is both part of the map and the skybox simultaneously, which is jarring. I guess nobody expected you to look down? I would suggest editing the bottom part with photoshop. It'd be less jarring to see a dark hole in the bottom of the map than the speaker's podium duplicated. -
I've been making stuff over the years and not finishing anything, as the story goes for most. This is probably because I haven't told anyone that I'm making things in the first palce, so I have no real motivation to finish them. To stop myself from doing that, I'm making a WIP thread hopefully to force myself to finish what I start in a meaningful way. Here's a few screenshots to give an idea: Geonosian Fighter and Cannon ______________________________ Hoth Dish Turret Just as a note, the turrets are indeed pilotable vehicles. They're using the ATST code with the speed set to 0. They can turn while holding W or S and shoot. The geonosian cannon also tracks mouse movement up and down. The rider mechanics for these types of vehicles are buggy, sadly, since they get stuck in the animation you used before entering, and if you shoot the rider it won't hurt them. The only things left for me to finish are the vehicle's stats, some effect work, and proper LOD integration for the fighter.
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STAR WARS: Movie Duels (Remaster of Movie Duels II)
DerFürst replied to General Howard's topic in WIPs, Teasers & Releases
This is a much better representation of the improvements to the mod. -
[WIP] Q3ME: a 3ds Max Level Design Plugin
DerFürst replied to AshuraDX's topic in WIPs, Teasers & Releases
I'd love to see a version of this released soon. I completely agree with the premise of this thread. Radiant is abysmal to work in on its own, and I'm much more used to 3D modelling programs. I can already see some excellent applications for this. It'll certainly make terrain look better for less effort (clearly showcased in the dunes video), and having the proper visuals and scale for 3D models will make them much easier to integrate seamlessly in the map. Very good work. -
Media makes gamers look bad yet again...
DerFürst replied to Botdra's topic in Art, Media & Technology
I thought this was going to be another verbal abuse "Patriarchy!" complaint comparing bad jokes to rape. What I got was much funnier. Well done. -
His jaw is a bit narrow and hit chin is too long. He sorta looks like "the Mask" in that he has exaggerated "handsome" facial features to the point where he looks silly. It's sorta like how Handsome Squidward no longer looks handsome because of how overdone his features are.
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Makes me sick to think that games like this aren't made anymore.
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If you could change Rosh Penin,...
DerFürst replied to Mert-K's topic in Jedi Knight General Discussions
Rosh really isn't that bad when you compare him to the Selkath with infinitely looping voice files in KotOR. -
Yun looks fine. Kyle Katarn looked like a blockhead in DF2 compared to his actor, and the color of his clothes were even wrong. This is a huge step up either way.
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DARTH BATMAN: ARKHAM LORD
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Post Your Frankenstein Ideas Here
DerFürst replied to DarthDementous's topic in Mod Requests & Suggestions
Would it be possible to put the snowtrooper's armor (and belt) on top of hapslash's imperial officer, then put the ATST driver's helmet on his head to recreate general veers? http://smg.photobucket.com/user/darklord1967/media/CUSTOM%20STAR%20WARS%20Action%20Figures/GeneralMaximillianVeers.jpg.html -
Release it anyway!
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Original Malgus had a dark blue/gray color palatte. All he appears to have done is throw a color filter on top to make it look more brown.
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GLMs have LODs as part of the mesh already. MD3's do not. I read somewhere that having MD3's with LODs was as simple as creating the lower detailed model, then exporting it as "objectname_1.md3" etc and placing it right next to the original "objectname.md3" file. In engine, the game should know to replace "objectname" with "objectname_1" when viewing at a distance as it does for GLMs without any keys in the misc_model(_static) entity I'd hope. How does it actually work? Please explain as if I had never done this before if you know.
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The only thing *technically* wrong about Gir's Revan is that it has too many polygons, which causes nasty visual issues if there are a significant number of polys being displayed at any one time. This is dubbed the "Medusa Bug." Other than that, it is absolutely spot on as to what Revan is, and there's nothing wrong with his artistic interpretation. Interperetation is bound to happen as artists in this medium are not supposed to replicate images with 100% accuracy. That's rather like expecting someone to copy an exact image of a painting using pastel crayons instead of paint AND without being able to measure exact proportions. In actuality, his Revan looks very accurate to the original sources, and I'm very confused about what people seem to think looks wrong. It wasn't until TOR and afterwards did Revan's image change. As of when this model was created, it is a great representation of what his image was in the kotor game.
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If you want to do green, go for it. Green looks cool, but my personal favorite is the red.
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red fog is so sinister.
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http://jediknight3.filefront.com/file/Tyraels_Improved_Biker_Scout_V2;84867 This one is perfect imo
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This is beyond awesome. It looks just like how it did in the game, perhaps better.
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