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NumberWan

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Everything posted by NumberWan

  1. I'd never seen this character, but had a look in SWwiki. Reminds me of a mix between Darth Vader and Darth Malak, and thus looks a lot like the Vader Clone from the Mainframe mod series.
  2. Typing "levelshot" in the Console could also make the trick, it automatically removes HUD and others things, but "notarget" and 1st person view are required as well. Mught not work properly with new resolutions though. In case of this method you're more likely to make a more pristine levelshot for your map
  3. This is sooo beautiful. I wanted to ask about the basreliefs in the front, but I see that you planned to add those from the start. I do like the statue in the front, but I would replace the Sith statue with the Jedi ones.
  4. I feel odd a bit about this one. On one hand, I'm glad, an old classic gets a new look so that the fans who care about – could relive it once more with a crispy, fresh appearance and designs. On the other hand, the game remains to be old even with this remaster and most people would most likely say, that the game didn't age too well even with all the changes... As for myself, I don't feel bad about Pixel graphics and Pixel art, my problem with Dark Forces is perhaps, that the general atmosphere towards the end of the game is more and more repetitive as I remember it from the original. Some of the people I know voiced an opinion, that it would be far better to release a real remake with Unreal Engine and all the cutscenes done in 3D. But I would most likely try the remaster version.
  5. In the past the terrain included the meshes, but Olgo suggested making them more interesting one day. We never came to the idea back then, but now the map uses MD3 hills of different forms and sizes. Also different shaders, so that the close ones have grass. And the ones at the distance – don't use sprites.
  6. Hi! Thank you for your kind words. The textures are based off the original ones from KOTOR, however we thought it would be best to create our own, so they were replaced with very similar ones, designed from scratch. Some objects are new as well. We released Chapter I of the mod earlier, and we've never been against using our materials in other projects, so Chapter II wouldn't be an exception here. We plan to finish our work with this pack soon and thus all the materials (including textures, as well as new Dantooine models – lights, decorations, etc.) would be available too.
  7. Maybe you could make some screeshots of your progress? Even though AngelModder posted pictures, it would be nice to see how this method worked for you.
  8. That looks great! Still I'm surprised, game tools didn't take so many things into account. I know they never planned the game to live up so long and never intended to create anything too complicated.
  9. An intersting thing, I've never tried it. Even though I would always follow most of the rules, like making portals, adding misc_model_breakables, using detail brushes instead of structure ones where possible, dividing the map into separate areas, etc. As I understand – you suggest adding Caulk brushes outside your visible/playable area and thus fill in the voids outside your map in order to make the whole space (used in Radiant) to look like a cube.
  10. I like the way you can actually choose various kinds of response during a dialog cutscene. Also hiding from your enemies is a nice addition – haven't seen that in Star Wars for quite a while. Well, in the latest Battlefront II SP campaign this was an option, but not the primary one.
  11. Scripts do work the way, as you wrote one here, but for certain reasons – they treat some things differently than we expect. I had a similar issue at one point, and my guess is that you have to rewrite your script as a "hierarchy". I usually start with cameras in a cinematic script, thus "Camera Enable" and its other commands go first, then the actions of the X-Wing. However the Wait 1000 command after Cam01 and X-wing should be inside placed X-Wing lines, and all what comes next – including Cam02, Fade, as well as Fake Player (and his commands) are best placed inside X-wing perhaps as well. I'm not sure if it works fine, but you might give it a try. I would recommend making your Fake Player invisible via a separate script (via spawnscript command in the N options of your NPC). There is already such a script provided by the developers, I think, and it's scripts/common/invisiblenonsolid.ibi. I actually made such a script of my own for the very same reason. You could also experiment with the last Wait 5000 command, by adding more time and see if anything changes here.
  12. Oh, I see. Bacrana then. Netradiant is very good in terms of moving walls, and adding something by perfect rotation. GtkRadiant has a few plugins however, and I sometimes combine working in these two in order to get the necessary results.
  13. 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?
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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?
  20. 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.
  21. 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.
  22. 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.
  23. Oh, this is most unexpected! But I like this release a lot!
  24. 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.
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