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Posts posted by RJA
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Ahah maybe a demo but I also fear that I choose the less entertaining map and after this everybody will say "huh... ECM III is not so fun..." xD
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The plan has changed...
I was expecting to do an Epic Challenge Mod with approximatly 25 maps but with more details than the other ones.
I found a VERY interesting idea which bring me to 45 maps...
Precising that after the last map of the part I'm actually making, it will be faster due to the come back in the linear style of progression.
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Okay,
Basically, the mod will allow the player to play in differents times of Star Wars.
- Old Republic Era: What I need here is 3 new saber colors: red, blue, green, and weapons like the battledroid gun from Episode I.
- Clone Wars: 3 new saber colors: blue, green and purple, and the clone rifle.
- Empire Times and Jedi Purge: 3 new saber colors: white, green and red, and the Old Trilogy blaster.
- First Order Times: 3 new saber colors: Red, blue and green, and the first order blaster and the force power of Kylo Ren, which freeze the ennemies (and maybe blaster shots if possible but this one is a dream).
The idea is to feel the era in any level without difficulties. So I just need to add those parameters. I will give to the coder who will help me the gfx, sounds and glm.
Also, a modification which allows the player to see the levelshot fit the entire screen during loading (as in JO).
I created this subject really early, because I not already released Epic Challenge Mod III, but in the latest parts.
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Aw, just not,
I lost the main subject with Yavin Escape, so I just talked about SP campaign. ^^
But there are LOT of new ennemies
Rexidexi likes this -
I think some NPCs could not necessary work good due to the specific SP game I used (a version modified especially for the mod made by Asgarath83), but I think there are some versions playable of every map (you will understand when you will play the mod).
BTW thanks a lot !
Still working on it...
Now mapping the LAST map of the place called "Zone Of Trouble". After that, it will be the latest part of the mod, the final rush to the epic ending...
Mizore likes this -
hello folks !
While I'm working on a mod called Epic Challenge Mod III, I am already thinking about the fourth one.
I have a precise idea of what I'm gonna do, and it gonna be REALLY different than the other ones.
That's why I am creating this subject, I need to recrute a coder, who can add some things to the SP Game.
Basically, all the things will be like:
- Adding new saber colors
- Adding new weapons (I already have the .glm files)
- Adding new force powers
i provide sounds, gfx and models but definitly can't deal with the code at the moment.
The question: Is someone interested ? ^^
It would be really nice to share my work with another person.
Thanks for reading me.
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If you want SP content, I released two SP campaign on this site.
But warning, first of all, the first one is really ond and the mapping is not as the level of these mods which are quoted. Its contains 45 maps.
The second one is more complex, with an improvement of mapping skill and 55 maps to play.
These maps are not Star Wars like, there are in an old adventure platform game's style, with psychedelic things.
I'm making the third one, which contains cinematics, scripting, round architectures and a bunch of new things.
The good point if that they are probably on this site the two longest SP campaign ever made (the two contains 100 maps in total), but I have no pretention doing these, because I totally assume the platform game's style.
BTW,
the first one:
https://jkhub.org/files/file/1978-epic-challenge-mod/
the second one:
Rexidexi likes this -
A strange gate in a different color... which means that it is a new map...
Pic from a new superpower...
And now... THE PYRAMID:
Mizore likes this -
I have the pleasure to show you the map "Glacier Cocktail"
One REALLY strange place
Some undergrounds with a new enemy I won't show you...
I'm now working on a Pyramid map...
Aldro Koon and Mizore like this -
MOD STILL ALIVE
After a month of others works (IRL), I now have time to continue.
Advancements will be shown.
It takes me LONG time to develop this mod due to the fact I make it alone
Aldro Koon and Mizore like this -
Hey !
Thanks for all
This one is dedicated to SP, but as I said, I would love to make an MP Epic Challenge Mod one day. I will think of it.
Aldro Koon and Smoo like this -
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Still working on it, in my free time ! It has been difficult last month, because of all the working I have to do IRL. I'm making a psychedelic snow & ice map. ^^
Mizore and Aldro Koon like this -
Thanks
I just finished this map, and I assure you that a Flying Kyle is the coolest thing to play:
Mizore, Aldro Koon and Smoo like this -
Hello !
Yes, the first one.
This is for JA.
In fact, the first and the second are already on the site, called Epic Challenge Mod and Epic Challenge Mod II. They are based from platform adventures games. The first one from Croc and the second one from Rayman 2.
I'm making the third one.
In every mod, I gain experience, and mod after mod, the maps are more complexe, with more details and immersion I think. ^^
Mizore likes this -
katanamaru and Mizore like this
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Hi folks !
For the 2 or 3 peoples who follow this mod, advancements going on !
More details in the maps !
A huge green place full of ennemies...
Kyle talks again.
Look at those curves... and this droid photobombing them...
One important map, The Cave...
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Are you saying... problems ?
New saber colors offers variety...
You're going to see this place a LOT of time...
Direction please ?
Aw, at last I found home...
"Vote if you want the sith falling with the water."
Those pics come from three levels of the mod.
I think you will enjoy playing this...
Mizore likes this -
Advancements continue.
Mizore likes this -
So any news about it ?
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I think this is that transition that cause the water problem, because my night lights and day lights are in the same zone, but only turn in/out with a trigger in a hidden place.
Screens in the map, of the water and the trees and plants:
Here you see that the bush doesn't appear but the shadows remain.
SHADER OF WATER_3:
textures/common/water_3{qer_editorimage textures/common/water_1qer_trans 0.9surfaceparm nonsolidsurfaceparm nonopaquesurfaceparm watersurfaceparm transq3map_material Waterdeformvertexes wave 100 sin 1 2.5 2 0.7{map textures/common/water_1blendFunc GL_ONE GL_SRC_ALPHArgbGen const ( 0.752941 0.752941 0.752941 )alphaGen const 0.2tcMod turb 0.5 0.04 0 0.3}{map $lightmapblendFunc GL_DST_COLOR GL_ZERO}{map textures/common/starsblendFunc GL_ONE GL_ONEtcMod turb 0.4 0.04 0 0.31}}I precise this texture works perflectly in other maps, so I really think it is because there are two differents lights in the same place.Plants and trees shaders:models/map_objects/yavin/fern{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/fernalphaFunc GE128rgbGen vertex}}models/map_objects/yavin/plant{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/plantalphaFunc GE128rgbGen vertex}}models/map_objects/yavin/fern3{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/fern3alphaFunc GE128rgbGen vertex}{map models/map_objects/yavin/fern3_specblendFunc GL_SRC_ALPHA GL_ONEdetailalphaGen lightingSpecular}}models/map_objects/yavin/grass{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/grassalphaFunc GE128rgbGen vertex}}models/map_objects/yavin/grass_tall{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/grass_tallalphaFunc GE128rgbGen vertex}}models/map_objects/yavin/fern2{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/fern2alphaFunc GE128rgbGen vertex}}models/map_objects/yavin/tree06b{surfaceparm transq3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/tree06balphaFunc GE128rgbGen vertex}}models/map_objects/yavin/tree01btga{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/tree01btgaalphaFunc GE128rgbGen vertex}}models/map_objects/yavin/tree05_vines{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/tree05_vinesalphaFunc GE128rgbGen vertex}}models/map_objects/yavin/tree09b{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/tree09balphaFunc GE128rgbGen vertex}}models/map_objects/yavin/tree08b{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/tree08balphaFunc GE128rgbGen vertex}}models/map_objects/yavin/tree09_vines{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/tree09_vinesalphaFunc GE128rgbGen vertex}}models/map_objects/yavin/tree09a{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/tree09aalphaFunc GE128rgbGen vertex}}models/map_objects/yavin/tree09d{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/tree09dalphaFunc GE128rgbGen vertex}}models/map_objects/yavin/tree2{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided{map models/map_objects/yavin/tree2alphaFunc GE128rgbGen vertex}}Nothing in the worldspawn informations, but I use the q3map2 compile final in GTKRadiant 1.4 to compile my map. -
Hello !
I recently compiled a large map. All is perfect excerpt two things:
- Trees, grass_tall, plants and bush doesn't appear. All the leaves, at all. The trunk of the tree appear, but not the leaves (yavin plants).
- Water is completly white (common/water_3). Maybe it is because the map has as specific light: there is a secret zone which transform all the day lights to night lights with a night sky.
Anything I can do to have a normal water and compil with leaves ?
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That film <3
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Thanks to Asgarath, I can tell you what it will be in this one:
- New Weapons.
- More than 6 saber colors.
Mizore likes this
Epic Challenge Mod III
in Epic Challenge Mods
Posted
I will think about releasing to you one of them ^^
But in fact, one of them already exist in a certain version, on my RJA Ultimate Map Pack.
By the way, you will see new pics very soon, I just finished the last map of the "Zone Of Trouble" area.