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NumberWan

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  • Gender
    Male
  • Interests
    History, Art, Design, Travelling, Photography, Myths and Legends, Ancient Worlds, Sci-Fi, Fantasy, Science Fantasy, Star Wars, Mass Effect, Half-Life, LOTR, drawing, 3D modelling
  • Modding Interests
    Modeler
    Mapper
    Scripter
    Texture Artist
    General Modding
    Skeleton Rigging
  • Gaming Specialty
    Singleplayer
  • Operating System
    Windows/Mac

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  1. This is Ruusan too Not Sulon. Good to see this iconic location at JKHUB!
  2. There have always been various Star Wars stories, told by fans. I remember some from 2000s, which mostly relied on real actors and simple CGI. Since then the whole area of making a SW content made major steps forward and are quite close to professional projects. I add these to my collection from time to time. This short video shows us, how Darth Nihilus wiped out all life on Katarr. Perhaps you know more stories?
  3. Morgan Katarn appears as a Force Ghost in Jedi Outcast, so you could look into that game as well
  4. So I see Bith, Talz, Gothal, Arcona, Advozsec and Morseerian. These are the Cantina guys, as we might call them. Nice! I also see a Neimodian, even though this one looks a lot like Duros too.
  5. Substance Painter might help with this, but it can be tricky as well. I still prefer PS for most of texturing.
  6. This was probably one of the first mods I tried back in 2000s. Well, 'Nine rooms' was perhaps the very first, but after that I tried these, that were available on various CDs to PC games magazines. Simple, yet so much fun – these small projects are indeed remarkable for their author's passion and so much soul deep inside these short stories.
  7. This is sooo cool. Definitely a great choice of forms and attention to details!
  8. The easiest way to learn about JA moding is to explore its contents. Start with assets, which are in various *.pk3 archives (they can easily be opened with ZIP for example). If you intend to edit NPCs, then you'll have to look into ext_data folder insides the archive, which in turn includes *.npc files. You can open them with a notepad, and you'll see a text, which describes the character (model, weapon, sounds, health, etc.). You can use this 'text' as a basis for making your own NPC. You can learn more about NPC files here.
  9. It didn't work. I made a script, which affected an NPC with a certain NPC_targetname. In SP there were no results. However it's true, that some commands do work in MP though, so perhaps both methods will do fine in multiplayer.
  10. I tried this command and we discussed it here at JKHUB. Unfortunately the set_modelscale doesn't seem to work on NPC models in SP. There is no understanding, why it works on objects/items and not on the characters. However I made the command work through affect [NPC_targetname] and not directly with a runOnActivator, set in GtkRadiant.
  11. Can't remember if this particular model were ported to JA. But a different Revan head, like this one (Left Top) actually was. But with a Heavy Armor body, not Jedi clothes. Finding it now wouldn't be an easy task though.
  12. I experimented with textures over 4096 px, the game doesn't always welcome such large files. In certain situations they wouldn't work at all, especially if it's a complicated case like a TGA with an alpha channel, and a few shaders applied. Also this might work differently for map textures and character textures (props textures). Polygon count also makes people follow certain rules, when creating their own characters. But it also applies to models, like a vase for instance. I once made a high-poly model of an object, which works just fine, if you put it into your map as a misc_model. But if it's a misc_model_breakable, which actually loads the model into the game – the game crashes. There're dozens of other specifics of JA engine, that you have to keep in mind, like NPC count, limits for sounds, map size, number of entities in the map, number of NPCs in your map, etc. The only way is to avoid such things or trick the game via its own rules (replacing HP models with low-poly for background, adding area portals, splitting your map into two, using scripts to change appearances of NPCs...)
  13. My main concern with JO and JA is that they give you a lot of freedom in terms of making new stories, new maps, new NPCs, etc., but you couldn't add new force powers or new weapons the same way without dealing with the code. In fact mapping for JA was quite the feature, that several games boasted back in those days (Half-Life, Quake, Dark Forces II, many others). And there are other non-obvious limitations, like total count of menus available. But this is an old game. Still I remember playing mods for Deux Ex (2000), and they've included new abilities as well as new weapons, like a rice pistol in the Nameless Mod. Not sure if they changed the code, most likely the game itself had various mechanics for this.
  14. I wonder if this is the same author, who released Nar Shaddaa cantina in UE4 before. Looks a lot like him, but there was no mentioning of a complete remake. Looks quite good and almost finished. Not only did he make the levels, but also various models, which look amazing.
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