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Everything posted by NumberWan

  1. This is legendary. Besides being of great design, the map found its way into other mods, working as a hub in SWG (if I'm correct, it's been long ago for me))), and it would be no wonder, that a lot fan-made stories took place on Taris, with this map in mind.
  2. Oh, I remember that Frigate from Battlefront II. Always would try to destroy it first, when flying in space. Good old memories.
  3. Omg. The only thing I can currently think of is this : Hopefully someone would be as creative in bringing Dimitrescu to JK as the people who added Piglet and others to Resident Evil.
  4. NumberWan


    I'm not much into MP, but the design – is what truly important to me. I like the Antique look of this map, and even though it's very simple in design – it's remarkable for its pure form and feel. I hope, you make more like this – for example the interior of Pantheon in Rome! It's quite large and has some peculiar niches and details, while the area is quite large to become an FFA or perhaps a Duel map.
  5. Somehow Kyle Katarn looks far better than the original characters made for GoH from the start. I guess, it's actually quite low-poly, but looks neat in-game on a mobile due to shaders and good quality of textures. I tried this game long ago, but eventually deleted it due to the fact, that you need lot of credits to have the units you want. It's difficult to ignore the fact, that the developers put much effort into adding Kyle Katarn into the game – the details are awesome. I also like the idea, that here Kyle follows his original path – he's an agent in the beginning, then he becomes a Jedi! Also the icon for his powers is that of Jedi Outcast. Oh and there is a Jedi Valley level, which is very close in its appearance to Dark Forces II. This isn't the first time we see Legends characters in GoH, as Kreia and others made it into the game years ago. Dash Rendar is also in the game.
  6. NumberWan


    It's been so long! Yet the maps for Sulon are complete for the most part. I changed a few things like scripts, textures, added new models and characters, as well as changed the general layout. This map of Morgan Katarn's house was the very first map I made for Jedi Outcast back in 2005 or so. I can't say I was satisfied with it those days, but there was little I could do to improve it. I think, it's a nice to thing to preserve its somehow naive interpretation from dark Forces II, yet I've added some details to bring back the spirit of good old DF2. Currently some models are in process of completion and some textures were replaced with a HD version.
  7. If this were a SP map, I would make a trigger and a script, that causes the map to shake, when the Player uses a blaster outside. Perhaps this is possible for MP as well. It would be logical to add a horizontal cylinder with the worms intestines, slightly visible in the dark. The fog could be replaced with a circle 9instead of a square) + JK has the FX fog as well, which could be added into the map in GtkRadiant. For the sake of fun – I would add the teeth at the distance, which would open and close from time to time. In any case, a nice start. Hope some of these suggestions would help!
  8. That's what I said – change the script with a set_skin command. The best method in my opinion.
  9. Did you have this problem before you tried adding the mods? Did you encounter this issue with a different version of JA?
  10. Theoretically it's possible. Especially if they have unique NPC_targetnames, then they can be replaced with other skins or even models via a script.
  11. Haven't seen anything like that, but when I tried to work with menu files, a similar problem actually happened, but this was due to my actions. Are there any mods or files installed in your JA folder?
  12. This is Ruusan too Not Sulon. Good to see this iconic location at JKHUB!
  13. 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?
  14. Morgan Katarn appears as a Force Ghost in Jedi Outcast, so you could look into that game as well
  15. 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.
  16. Substance Painter might help with this, but it can be tricky as well. I still prefer PS for most of texturing.
  17. 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.
  18. This is sooo cool. Definitely a great choice of forms and attention to details!
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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...)
  24. 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.
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