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NumberWan

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Everything posted by NumberWan

  1. I like the way it gives away some Quake 3 and old Jedi Academy vibes. Really nice job! I also missed the screens with the city – Coruscant, right? The noodle shop Did you use Netradiant here?
  2. More Updates, mostly on the characters. But the work on maps never stops, and we don't forget about other aspects of the mod, such as the Galaxy map below, now available during the briefings on Coruscant. More about this in the article here.
  3. Been working on several models, which I'll post in a few days. I guess, new spacers (based off classic JO Prisoners) are always a warm welcome. Also finished a few maps and several main characters. Still not sure, if I could pull through some ideas, as they require coding.
  4. Jedi Outcast Reborns are such memorable opponents. I recall launching JO Multiplayer while I were still on Nar Shaddaa in SP, and their avatar draw my attention immediately. I loved the design fromthe moment I met one eventually on Bespin and learning later on, that Reborn had classes and different robes. In any case this particular hood is what I like about them the most. Not just me, but many JO fans too, as we got plenty of reskins in years after the game's release. And if you remember Dark Jedi from KOTOR series, you would be right to assume, that this design is a great homage towards the classic aesthetics of Star Wars.
  5. I use this method to add variations to the looks of NPCs. If you have Rebel Troopers in your map, for example, you can add new face textures and .skin files, which will then appear on your NPCs in the map via a script. However this method also has limits, as the game can process only a certain amount of skins per level.
  6. There is a limit of NPCs per game and a certain number of NPC types per level (models/skins). I don't know the exact number, but you can have, let's say, 40 unique NPCs in your map, and around 130 NPCs loaded at one time. I had my game crashed, when I added new skins via set_skin command in a script. Because I tried to trick the game, and instead of making too many NPC files, I created different skins, which can be switched in the game.
  7. Very beautiful. Aside from the very unusual designs and details, what is equally impressive – the shaders, the lights and the general atmosphere. In some cases I wouldn't expect the JA engine to be able to bring up this quality. The shining and the "reflective" parts look very neat: the floors in Amber Garden for example, as well as areas in the End of Line Club. The bed and other furniture in the Oasis rooms are beyond words – these look exotically perfect. Did you use Radiant for mapping?
  8. This looks very promising. While it's impressive, that the new lines are added into the story, even though through a Voice generator, I can't ignore the coolest animations! That's absolutely fantastic.
  9. Making the saber red is theoretically possible via a script – at least the commands do exist and the script can change that. At least I decompiled the original JA script and added some things into it, but not the color command. So it's possible perhaps.
  10. Even though I didn't know such details, I always felt it would have been nice, if the game could check some global "ifs", so that when Jaden turns to the Dark Side, they have a new skin. Like being corrupted by the Dark Side for example.
  11. Oh, this is most unexpected! But I like this release a lot!
  12. The community is probably not that active as before, but in any case – W E L C O M E ! Your story isn't uncommon – I mean, most of the people I know, have that very special game (even though it might not be the first). As for modders – it also happens in such a manner, that you get excited about a game and then think of what you could actually change in it or even make better. That's how it was for with Half-Life many years ago, even though the Internet wasn't an option to check Tutorials back then. It was mere luck to get a copy of a HL level editor WorldCraft, so that's how it all started for me. But it was JO which sparkled my interest for modding, and 2000s were the classic golden era for new stories, models, mini-mods and the very approach in gaming. I would say, that the modding entered a sort of Renaissance era a while ago, as the original JA got quite a lot from the fans in recent years. SOTF2 is the game, which I tried much-much later. And it was quite good. As I learnt modding, I took some ideas from this game as well. I think it was Lady Jedi mod, which got me the revelation, that JA and SOTF2 used a lot of common materials, aside from the similar engine. So studying the works of other authors is an good way to get into modding and create something decent. One of the recent trends in modern games – lack of mods for them for the most part.
  13. I'm soo glad, you're using new props for the decorations. Many people place Sith statues into Jedi Temples and it looks weird. Well, at least for me. Not just the Korriban color doesn't fit the general design, but such objects unavoidable bring in some aggressive and sinister feel to a place, which is supposed to be peaceful and tranquil. Even though this is about the Knightfall, one of the darkest hours in Jedi Temple history, it's good to see that the architecture and looks are those of the old Jedi Order.
  14. I think, the latter colourful "Jester' could nicely fit in Jawa's role. I can even imagine the Jawa moving animation on him.
  15. Updated Dantooine. The farmland and spaceport areas are expanded a bit, but are a lot more detailed as well. The gameplay is also slightly changed so that the mission is nothing like 'a very long corridor, you run through'. While on a mission with Luke Skywalker, Kyle encounters a few enemies near the landing area and has to deal with them.
  16. NumberWan

    Aliens

    Funny, but I do remember reading about the Nordic guys. Described as intelligent and wise kind of aliens, not bothered with aggression, but rather relying on technology and common sense.
  17. Why mediocre? It's actually very neat! The building might not look as smooth as in the above mentioned anime, but getting that kind of dome, attached to a different form from the other side – might be a bit tricky. I guess, you could use more Bevels, Cylinders and Arches for some parts of the structure. For example the entrance could use 2 brushes as walls and an archway above. You can use the Thicken option to complete the look. However, as I said, I like the cubic form of the dome you'd created: it could certainly look that way if the builders used square parts. Not sure about the mountains – is it a recoloured MD3 or is it a Skybox?
  18. Hmm, this one looks like a familiar issue. I'm not sure about NPC models, but I came across this in MD3 models. In 3dsMax I tried selecting all the vertexes and using option Weld (weld Selected 0,1), when the necessary part is turned into an Editable Mesh. I also used Smooth, though it works better if the previous method was used. But I guess my method might not work in your case, as these seams are part of the dismemberment system where model Caps are also placed, when sliced by a lightsaber.
  19. It is indeed not for children. Well, at least not for kids as I remember them from some time ago For reasons such as these: Also this: Aside from this
  20. Experimenting with NPCs in the maps, I always felt it's too bad, that once the enemies spot you, they would most likely keep you as the main enemy even if provoked by other NPCs. I would definitely prefer the enemies to run and explore the area more often, and not just via scripts or additional commands. When the enemies spot you, 99% they won't stop looking for you. Too bad, it would be nice to trick them like escaping and hiding in a shadow place – like in Deux Ex of 2000. In fact NPCs in JA won't see you if it's too dark unless you use your weapons. It also seems unfair, that whenever we pull away their weapons, stormtroopers would never try to attack us again unless they find a blaster somewhere. Using fists here is a reasonable option, it seems, like it was done in MOTS. on the other hand, who would try such attacks against a guy with a Lightsaber?
  21. I must say, that after seeing Mandalorian, I didn't hope to see anything really good (as I dislike Mandalorian). The Book of Boba Fett didn't deliver anything either, while Kenobi held me by the screen for a number of reasons. Yet it also had a few doubtful things, which I don't like at all. So I read a bit about Andor, whether it would follow the path of its predecessors and I must say – I'm glad it's nothing like what we've seen before. I watched 5 episodes, which I could rate in different way. Yet for now I would say that Andor is probably the best we get since the end of The Clone Wars Season 6. What I like here: So far we get 5 episodes, quite different in pace. Overall the show is enjoyable at least for me:
  22. I actually came across the above mentioned issue within OpenJK, not just JA, JO. I made my own map for a separate mod, but using OpenJK as a base, I\m still looking into this.
  23. Thanks for posting this mod! In fact, it's quite helpful in terms of understanding some JA limits with FX and entities. As I experimented with these on my own maps, I came to an interesting conclusion, that mines' lasers don't like too many other FX. I tried to place 2 EWEB turrets on a map and for some reasons the tripmines didn't like being the first to lose the effect (probe droids being the second after them exploding without explosion FX). There were other specifics too, but in any case that wasn't normal to have only 2 tripmines in one base with two turrets.
  24. Looks great! I would definitely like to know, what his master, Darth Sidious would look like in the very same style.
  25. I can't remember, but perhaps the very first 3d software I tried was perhaps MilkShape 3D – a minor program, which could be used for free for 1 month back in 2000s. This had a variety of plugins to create and incorporate models to such games like Half-Life or Sims. I used it to make primitive models or rather convert existing ones to be used in Jedi Outcast. Much later I would try GMax and 3dsMax, but more like a technical tool. In 2011 or so I tried DAZ Hexagon, which I use up to this date, but in most cases if not all I combine this with UV Layout (to create UVs obviously), Photoshop and Illustrator (to make textures) and 3dsMax for final polishing and to export the model as a prop or a character model. I also tried zBrush, Blender and currently studying Maya. But as I said, they aren't currently my favourites. Several of the models for my projects got textures, which I made in Substance Painter.
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