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Boothand

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Everything posted by Boothand

  1. Made a quick lab bottle in Blender, if it helps.. https://dl.dropboxusercontent.com/u/58757568/labbottle.fbx UV layout: https://dl.dropboxusercontent.com/u/58757568/lab%20bottle_UVs.png Simple texture with alpha channel set up for transparency: https://dl.dropboxusercontent.com/u/58757568/labbottle_diffuse.tga
  2. I think the first or the last one are cool ones. The green carries poisonous vibes from the crystal lab in JK2, although it could look good as well.
  3. Looks superb! Also, welcome back
  4. Gonna stream the Jedi Outcast SP in a few moments on http://www.hitbox.tv/boothand

    1. Show previous comments  1 more
    2. z3filus

      z3filus

      keeel dem!

       

    3. IrocJeff

      IrocJeff

      I saw were you died @ the laser thing..then you talked a bit about downgrading and stopped playing so i left. lol

       

    4. Boothand

      Boothand

      Huh? :D

      We didn't talk about downgrading the difficulty, we were talking to a viewer about the different versions of JK2 in multiplayer. Then we had a 15 minutes well deserved break though.

      Doing this is probably the toughest singleplayer experience I've had... just died far out in the prisoner saving level, and it has no checkpoints....!

  5. I predict Reelo and Shadowtrooper reskins
  6. I enjoyed seeing the progress of JKG, and it was great fun trying it out the few times. I was very excited about the saber system, and as far as I've understood, it's not beyond repair. While I've stuck to playing JK2 but doing mapping projects for JA, JKG's combat system was sort of the possible entry level for me, where I then would be able to enjoy combat as well as JA's increased modding capability. I hope something like that could still see the light of day, as I had the impression it was something different to fighting in MBII. I hope any of you will find time and motivation to make something of the saber combat
  7. Ah that's a lot of cool things there actually! I like what they did with the blasters, which is what I wanted, although I'd love some more shooting sound variations. As for the sabers, they weren't quite optimized for JK2, the wall mark sound didn't seem like it was intended to loop. But sabers are a different project altogether
  8. I was just wondering, before I accidentally would try to make something myself - has anyone made or attempted to make guns that feel like they have the massive impact as in the original trilogy movies? It has become a thing that annoys me every time I play Jedi Knight, that the guns don't seem dangerous or powerful. These things made holes or powerful marks and impacted with a lot of smoke and fire. As for the request - if someone hasn't made this, does someone have some good sound effects of blasters making impact? @@Circa Reference: Also the scenes from A New Hope, when they escape from the stormtroopers, but couldn't find footage of it! As a side note, this could possibly be achieved quite well in rend2 with parallax normal maps!
  9. Have you tried removing all other mods, and see if your mod works then? Sounds like some conflict.
  10. Will it be possible to get through the current, or just slower? You could add several weak trigger pushes, but far enough apart so that the player won't get pushed into the previous one, maybe?
  11. Of course it must be counted in That is when lightsaber battling gets established after all. Also it carries over a lot of meaning, expectations and suspense to Luke's duel in ESB.
  12. jaMME - Jedi Academy MovieMaker's Edition might be what you're looking for Otherwise, you can't convert them in the literal sense of the word, but you can always capture your screen while playing back the demos.
  13. http://www.youtube.com/watch?v=qPCJCfRzYnI http://www.youtube.com/watch?v=mBNom46c4tQ
  14. Quite amazing (free) painting software:

    1. Show previous comments  6 more
    2. Circa

      Circa

      Haters gonna hate.

    3. Circa

      Circa

      And yeah, not sure where you got iPad from.

    4. z3filus
  15. How would you paint directly on the model in Photoshop, across seams? That's what I use Zbrush for.
  16. Right. How about wav files? I seem to recall I could be a lot more careless with wav files and have it accepted in OpenJK, but I may remember incorrectly. For mp3s and wavs, or one of them, I think it has a cap on 44khz sample rate, but the console should usually state what's wrong.
  17. I think OpenJK does this, if I recall correctly... @@Xycaleth? Music mp3s can be stereo, but sound effects that are played at a location in a level must be mono.
  18. Jedi Knight III: Mammal Behavior Ever since the fall of the empire and the defeat of Desann, Tavion, Ragnos and all other who stood in the way of the jedi, Naboo has been filled with ducks. Kyle and Luke approve of the new immigrants but are pressured by the righteous democracy to set the universe back in order. Also there were lots of walking and talking horses, even some unicorns but the Jedi Masters would still not be convinced. Even Yoda thought action had to be taken. As a ghost. As the complaints increase, and the ducks keep migrating, Kyle and Luke collectively decide to make a hoax Sith Lord more powerful than any of his predecessors, to give the world some perspective. They hope that the ensuing chaos will set the attention on a bigger threat. Kyle discovers a duck walking on two legs whom they cannot understand, but seems willing to do anything. Kyle and Luke disguise this duck as their new hero Jedi Master and hope that if they could make it seem like the duck saved the world from complete destruction, the ducks would forever be left in peace and be welcome on Naboo. Little did they know, and not much did they sense, that such a Sith Lord by name of Darth Distressus was already on the rise, and closer than they thought...
  19. Haha, thanks man The thought never crossed my mind that the red grid was the... focus!
  20. Well, I feel I've tried everything. Recorded a short video to make sure.
  21. Depthfocus 0 makes the whole screen equally blurry including the player. Changing the value of depthrange after that only makes the background more in focus, but the player remains unfocused. I've pretty much tried out small and large values for all the depth parameters and none seem to fix the issue. I've also tried locking the depth and I don't set any keys (but have tried that too).
  22. Same when following step by step. Ontop: It's been a while ...
  23. Yeah, locking it doesn't seem to have any effect on that.
  24. The way I remember (and interpret it), the timeline animates the line speed between the points you set. So even if I set two keypoints (speed 1 and speed 0.3), 0.00001 seconds from each other, it would interpolate that and have a *smooth* transition that only works for animated speed, but makes sudden change act incorrectly. Anyway, I wanted to control it myself, but I guess I'll render it twice. Off topic: dofframes inverts the DOF, doesn't seem to respond to (big) changes to depthrange and depthfocus... have done everything in the tut. EDIT: Using "speed" instead of "timescale" makes it register during capture. Woo! Dofframes is still weird, have to use depth masks instead.
  25. I guess recording them separately could be an okay work around, yeah.
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