Jump to content

DiamondDam

Members
  • Posts

    11
  • Joined

  • Last visited

Everything posted by DiamondDam

  1. We were trailing a swappable system, and I guess we forgot to go back and clean this up! We'll fix that for the next major release
  2. Ok PM'd you a link to the set - happy mapping!
  3. Hey there! I'm happy to donate our Valley of the Jedi scene in fbx format if that will help? Never tried to put our stuff back into JO/JKA, so I'd be curious to see how you go!
  4. We usually make more than we need, with the idea we'll edit something punchier when the time comes. Should start seeing a steadier flow of stuff now, btw!
  5. Hey dude! Sorry it took a while to turn up! I'll have a look at using the new stormtroopers soon - will post some before/after shots as well
  6. Hard not to like your comment! I've just made a post that explains our purpose behind creating the film in the thread mentioned above by Boothand - http://jkhub.org/topic/2413-jko-in-unreal-engine/page-6 Alas, work has slowed of late, mostly due to work commitments beyond, though the water is becoming calmer again, and we've almost completed our hi-res version of the Doomgiver, which will obviously feature in some new shots soon
  7. Ok so now that I've had a read through this thread, I thought I'd weigh in with a simple "we're doing this for fun and for free". We're fully aware of how polarising our project is for some, and the arguments presented here against the project are entirely with merit, though clearly we represent our work as being an entirely valid enterprise. We have never claimed ownership over any of the assets we've converted, nor ever would. The quality associated with Star Wars often draws very harsh but just comparisons with amateur projects, but we all have to hold ourselves up to a standard in order to improve. Our goal with this is simple - can we recycle a 10+ year old game into a movie? I'm sure like us you've wondered why some games couldn't easily be adapted, using the actual game assets themselves? Well, we want to answer that very question. Maybe game devs might have new life for old games? And as for matinee and UDK, I can assure you I know the software well, and every single piece of character animation you've seen thus far features blending via a custom animtree, so feel free to beat up my animation skills even further The real challenge is to make the game animations as *invisible* as possible, and sometimes they put up a heroic fight to remain true to their origins. With the exception of the KOTOR fight stuff, we've limited ourselves to only using the animation featured in JO/JA, with the occasional cleanup on Motionbuilder. This is the challenge we set ourselves. Likewise, we've done quite a lot of expansion on the original levels, and sometimes have created entirely new sets using the shape language already established, in order to expand the scope of the story. The fight between Kyle and Tavion features a new area below the platform they traditionally fight on, simply because it made sense. In short, we welcome criticism, because it's better than apathy, and you'll find us perfectly reasonable, though we'll most probably suggest the shortcomings are due to us being a two man team with only time and the original games as resources. I would like to suggest, however, if it was as easy to mash all of this up in matinee as one of the more discerning chaps here has pointed out, we'd have finished a long time ago. Oh god, if only that was the case Thanks for your interest in our project!
  8. Hey there! I'm one of the creators of these machinima pieces. Thank you for the kind comments! And I can assure you, the models have not been smooth! They are the original meshes from JO/JA, however we have super-sampled the textures (4096x406), applied a cartoon/paint effect to smooth out any artefacts. The rest is UDK providing lighting, with a few customary tweaks as required. So hats off to Raven for making such great models! The Darth Bane face is, however, a higher resolution asset, because he's bad ass and deserves it
  9. Oh my! I never thought to check the forums to see if there was any talk! Some nice comments there
  10. Hey there! We're a team of two, who love machinima and Jedi Outcast, and we decided to combine our passions and make a movie. Please check out our progress on our Facebook page - https://www.facebook.com/JediOutcastTheMovie Our goal is to knock out a trailer as soon as possible, and then push forward with our plans to make it feature length. Ridiculous amount of work, but we're dedicating it to a fallen hero - a friend who passed away who deserves no less a tribute. We've got a workflow that is pretty slick these days - took us a while to nail it down, but we've been able to port all maps, characters, and animation across to the Unreal Development Kit. Once the trailer is complete, we're going to transition to Unreal Engine 4. We've been working pretty much on our own the whole time, but a member here sent us a hello, so here we are! He suggested we use some of the excellent artwork created by modders. Up until this point, we've been using as much of the vanilla content from JO and JA as possible, with some additions of our own where required. However, we'd love to get the blessings of any modder here to use their awesome artwork. If this is you, please say hi! And for anyone interested in how we make it happen, I'm more than happy to start documenting our workflow. I've been modding since Quake, and I learnt everything from fellow modders, so the love of sharing never left me. In fact, I owe my career as a teacher to modding, so feel free to demand tutorials from me Kind regards - the Jedi Outcast Movie team
×
×
  • Create New...