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Noodle

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Everything posted by Noodle

  1. Version 1.0

    87 downloads

    ******************************************* JEDI KNIGHT III : JEDI ACADEMY MODIFICATION ******************************************* Title : Sio Bibble Author : Noodle File Name : sio_bibble File Size : 4,925 KB Date Released : March 7, 2023 Model : LucasArts & Noodle & Lwkill Textures : LucasArts & Noodle Weighting : LucasArts & Noodle Description: ---------------------------------------------------------------------- A noble philosopher, a great statesman, and an absolute legend. Fan favorite Sio Bibble left an everlasting impression in all star wars fans ever since he first announced in 1999 the meaning of a communication disruption. Back in the day people could only aspire to be like him by playing with his cool action figure (which came with a cool Commtech™ sound chip), but now in 2023 you can finally play as him in Jedi Academy, as George always intended. Bot: No. NPC: No. LODs: Yes! Custom sounds: Indeed! Team Skins: No. SP: No. Known Bugs: - None so far, do report them if you find them. Installation: Simply extract the pk3(s) to the gamedata/base folder of your Jedi Academy directory. Special thanks to: Lwkill, who did the original version of the head mesh which I heavily edited. Without his original work I wouldn't have done this model. Unguided, for the support and good spirit! LangZ, who did the original model request. License: As with all my work, you're free to do whatever you want with this file. If you want to incorporate it to your own projects, you're free to do so, but I'd appreciate if you let me know so that I can play your mod!
    I really enjoyed this map and oh boy did the snowmen kick my ass. In case you're wondering, this map works better in MP since the snowman MD3 model doesn't load in singleplayer. The fact that this map is located in Naboo was a really nice detail, since its a great planet that's often forgotten. The idea behind the map is also great and not something seen too often. There are some suggestions I had in case this map ever gets an update. The snowmen fight was really funny, but it'd been interesting if the last snowman had a slightly different skin, he felt like a boss fight but didn't look like one. Also, the music can be quite repetitive after getting killed for the 10th time, maybe as you progress the tracks could change to match the intensity of the fight. Overall, this is a great mod. Try it if you want a true challenge.
    This mod is incredibly charming. The map is very well done, the music is quite nice, Kyle's shirt is a genious idea and the fight is pretty hard if you're a scrub like me (play it on Jedi Master though!). I noticed two small bugs, the first one was when Rosh jumped on top of me I got stuck on the snow and couldn't move until my foes turned me into kebab, the second one was that I managed to win by just beating Rosh. Overall, this is a great mod and I wouldn't be surprised if it wins the contest.
    This is a great idea and it works flawlessly (in singleplayer). Beware though, if you spawn too many fireworks your computer won't be able to handle the intense power of new year celebration and will crash. The effect works great and I can see this being used for a map with a night skybox. The snowball addition is a cool one too, but given that it doens't really seem to interact with NPCs, I think the fireworks are what really elevates this mod.
    Even though the map is quite simple, I think its a solid idea that -properly developed- could be a great map. I like the tie-fighters on the outside because they help contextualize this base as a proper imperial outpost. The tree and christmas presents are a good idea, although the tree model isn't working properly to me. It seems there's a shader issue or something, because the textures aren't two-sided and its quite black, unlike what I saw in the screenshot. The presents are nice, but the texture on top of each one is quite blurry. Maybe making a model in blender and exporting it as an .md3 could make this a bit prettier. One of the main issues with the map is the lighting. Its quite dull and there's not a single lightsource on the entire map. A proper imperial outpost would have lights everywhere I'd guess. You could add some to the landing pad, the dome-like structure and the main building. This could really add some flavor to the overall area. Also, there's no horizon blending in the map, so it feels like the edges are quite rough. Maybe adding some fog could make it seem less choppy on that regard. The scale of the buildings is alright, though the doors seem to be quite small. On that regard, the map could benefit from some interior pieces. Aside from that, I like the structure of the buildings, it isn't very blocky and the use of textures make it look nice enough. To me this is a 3/5, there's a lot of potential for improvement but its overall a useful map.
  2. Thanks to everybody that voted for me! I'll make sure to create more assets in the future that'll allow me and others to do a proper Dathomir map.
  3. 75 downloads

    Winner of the Halloween Mod Contest 2022 Originally for Halloween I wanted to do a new version of the nightsister zombie, but then I thought that wouldn't be too creative. Instead I modelled some assets that can be used in dathomir-inspired maps. The skull in the scepter was originally going to be part of the zombie's face. In this .pk3 you'll find the following models: - Witch Scepter - Skull - Pottery1 - Pottery2 - Pottery3 This mod is intended to be a resource for other modders. You are free to use it as you see fit, but do let me know if you end up using it because i'd love to play your mod. Known Bugs: - None so far, do let me know if something isn't working as intended. LODs: No. Installation: ---------------------------------------------------------------------- Simply extract the pk3(s) to the gamedata/base folder of your Jedi Academy directory.
    I love it! Nice composition and very original idea
  4. Wow, I loved playing this series a couple years ago and it'll be nice to re-try it again. Are there new hairstyles for nina?
  5. Class Boba Fett should work just fine, it works in a different way to the rocket trooper.
  6. Alright, if I recall correctly, the reason that happens is because of the NPC's class. You can open the NPC file in the ext_data folder and change the class from CLASS_ROCKETTROOPER to something that might suit you better, like CLASS_STORMTROOPER. I believe that should fix the issue.
  7. Does this problem happen with other models aswell? I have never played Movie Duels so I don't know if there might be compatibility issues but so far I hadn't got problems in the base game.
  8. This isn't really a screenshot, but I guess it counts as more development stuff!
    This is a really good map for role playing and also if you just like looking at new sights. It had some things I really liked and others that I wasn't much of a fan. One of the things I really liked were the gigantic ships, including one you can visit its interior, though the cockpit is sadly locked. However, there's this huge hangar with some ships on it that there's no way to enter, because there are no doors on it. You can see it from a nice control room with a floating asteroid, which sadly had some bugged models that were pitch black (I think this can be fixed by changing the misc_model type of entity). There's one criticism I have related to the doors, gameplay wise, and its that some doors open and close automatically, yet some only open if you use them. I'm not a fan of this because it seems arbitrary if there isn't a visual clue that tells you how a door operates. Also, I think its a missed opportunity because another thing that could be added is more interactivity to the map objects around the map. There are some control panels that don't do anything and they could work as interactive objects that close and open the doors near them. Also, sometimes its cool when you use something and have an audio or visual reaction to your interaction. It gives a reason to explore more of the map. I liked most of the map's room with the exception of the room with the giant screen and chairs. I thought it was rather dull. The trap room felt kind of unfair. Its a cool idea but there's no visual indication that its a trap room. You just start bouncing around when crossing it even though there was nothing to give you the idea that this space was much different than anything else. Maybe more details could indicate how this is supposed to operate, or some texture work can show that this is a room that has been used before effectively. That way you also make the player more aware of his surroundings. Something that could improve the map a bit if you want to goof around with NPCs in singleplayer would be a bunch of waypoints. That way NPCs can navigate around it. Thankfully the map comes with a .map file, so you can add them on your own if you want.
    This map is great. Its small, but efficient. Great for FFA matches with a bunch of friends and really nice to look at. It has its own original aesthetic that really shines through, some nice background music and an incredibly skybox to look at. I had a really fun time playing around it and the only thing that I didn't like was that there wasn't more of it.
    A fairly simple but efficient mod. If you're a fan of Temuera's characterization of Boba Fett's voice, then you should really try this one out.
  9. I love this file. Can't give it an unbiased review since I worked on the rigging, but this is a great quality model and if you're a fan of the pyke syndicate, then you should totally try this one. Only criticism I could give is to the UV Mapping in the textures, which is too disorganized for my taste, but aside from that, this is a great model to play with or to use as NPCs to make a map feel more alive.
    This file is a must have if you're an SP modder who wants to add more diversity to your NPCs. It adds a total of 3 generic looking Kubaz/Garindian characters that can easily blend with any kind of Star Wars setting. They have their own sound files, which is always a plus, and come with custom shaders and NPC files, so you don't even have to worry about that if you just want to fill a map with NPCs to fight with. The only thing I didn't really like of the model was the hood that the hooded version uses, which is the same you usually see in robed jedi models and I've never really been a fan of it. Thankfully, one of the skin files is a hoodless version of the same model.
    I really enjoyed watching this model ingame, its a very close resemblance to the character we saw in The Book of Boba Fett. However there's always stuff that can be added to make the model's quality improve. Most of the rigging was good, but I didn't like how the spikes didn't seem to share the same weights the shoulderpads had. This would translate in some odd clipping issues when walking or when standing idle. Thankfully fixing this doesn't require too much weight painting. The sound were underwhelming, given that they use chewbacca's game audio files and this guy spoke like Chewbacca under the influence of horse steroids, so maybe lowering the pitch of those audio files a bit could make it more similar to the television's portrayal. On a technical side, there's too many textures that aren't used and that translates into wasted space. This could be fixed by creating a new UV map that gets rid of the unused textures. For some reason, I also had some missing shaders from a Tarfull model, have no idea if it was related to this model, given that the shader file doesn't direct to it in any form.
  10. 504 downloads

    UNDERWORLD MOD CONTEST 2022 WINNER Are you tired of every bounty hunter model being a re-color of Boba Fett? If you are, then this model was made for you! In 2015 the game Star Wars Uprising was released for mobile devices, it was set shortly after the end of Return of the Jedi and its story was focused on a bunch of misfit rogues trying to rebel against the empire's grip on the Anoat sector (where Bespin is located). This model is based on concept art by Brian Matyas. Back in the day I used to play Star Wars Uprising with my youngest sibling. Coincidentally, This was the outfit that my character wore. Bot: No. NPC: Yes LODs: Yes Team Skins: No. SP: No. Installation: ---------------------------------------------------------------------- Simply extract the pk3(s) to the gamedata/base folder of your Jedi Academy directory. Special thanks to: AshuraDX, who pushed me to learn more about 3D modelling and texturing. Somaz & Mat Gaunt, who gave me feedback while working on this project. Zander_Nao, for helping me keep a high morale. Credits: Most of the modelwork here is my own, with the exception of the cape, which is a heavily modified version of Hapslash's Dooku's cape which was also retextured by me, and the base of the model which was done using kyle's model as a reference (this was it also keeps a general aesthetic with the game). License: As with all my work, you're free to do whatever you want with this file. If you want to incorporate it to your own projects, you're free to do so, but I'd appreciate if you let me know so that I can play your mod!
  11. I have a tremendous backlog of pending mods I've to do but I've always wanted to make a female kel'dor.
  12. The best thing about this is that someone will probably port this model to JKA and we'll have an "official" more modern look for Kyle!
  13. I was checking the latest thread on the incredible new Boba Fett model made by @Mandalorianand only now do I realize that he uploaded the file to JKHub days ago. I tend to check the site almost daily, but I almost always never notice the latest files because the space in the front page is too small, specially in relation to Popular Mods or Contest Winners. Would it be a bad idea if a similar space for "Recent Files" was incorporated to the front page. Thanks for reading.
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