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Everything posted by NumberWan
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RPG Corellia map - Suggestions needed!
NumberWan replied to Hudaw's topic in WIPs, Teasers & Releases
I'm not sure, but might assume he used skyportals – you make a brush line of speeders + shader, and thus it's animated. You place all the miniatures like speeders and other things into a separate room with a sky and the above mentioned entity. Skyportal then projects the whole thing into the skies in your map. -
I think someone actually extracted and updated the Ubese from KOTOR II, however they aren't called Ubese or anything like that in PK3 packs, which I saw. I do believe, they are simply called Sith Assassins (while true Sith Assassins look differently and actually can be spotted in this video too).
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Development screenshots: cool things that are being worked on
NumberWan replied to eezstreet's topic in Jedi Knight Galaxies
This is so cool. And reminds of the golden era of Star Wars, when we had the Prequels, the good old gaming and other unimaginable things. It's good to see one can wear a SWG armor! -
Adding spectators would be cool. The ones from original KOTOR are pretty low-quality, but it's possible to use others, like creating png/tga from the existing Player models + shader. There was this old (not very known) game of Timeline (based on the novel with the same name by Michael Crichton), which had public sitting at the knight tournament, with people animated (several shots). It's possible to do the same in JA
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These are absolutely amazing! It would be stupid to say, that "we've seen everything in JA", but this is by far one of the most unusual models ever created for JO/JA modding lore! I would definitely like to see more of this style, as it looks peculiar, out of the boundaries and – undoubtedly beautiful. I already feel, that this organic carnival of the Force would be most welcomed here and surely deserves a story of its own, either as a backstory or even a Single Player mod.
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- custom sounds
- clan related skin or model
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It's been some time since I played SP mods for Jedi Academy, but this one seemed to be worth a try. The mod adds 2 new missions to the second tier for Jaden, one takes place on Tatooine, where you travel to explore the Shuttle crash. It's not just shooting and dueling, even though you encounter Reborn warriors. It's good to see that we get an expansion of swoop missions with this mod, so you ride one until you come across Jawas and the destroyed ship. This mission is short, but gives a fresh look on missions of the New Jedi Order. A second assignment takes you to Okofo, a new planet, which looks a lot like a shadowy ecumenopolis full of thugs, who are led by an Imperial guy. His status is perhaps that of Rax Joris, but the city is an elaborate set of labyrinths, which you have to explore before you find your goal. In both missions the authors added cutscenes Also the Okofo missions gets a briefing from a Republic Soldier. Hopefully more authors would add new maps to the packs, so that we could choose from a variety of different worlds to explore. For now this is a very good addition to a familiar flow of the JA story.
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RPG Corellia map - Suggestions needed!
NumberWan replied to Hudaw's topic in WIPs, Teasers & Releases
You can expand the city by adding the cityline into the sky itself. I could think of three methods: – City picture of the skybox itself – Skyportal entity + 2d city texture placed there – Skyportal entity + 3d city miniatures In the latter two you can even add flying cars, FX, some holographic ads and much more! This reminded me of Corellia in Rogue Squadron 3D, one of my favourite games. -
These DF2 models in the new entourage look absolutely fantastic! It's always good to see a respectful homage towards one of the best classics.
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Hi! I'm not sure, what could be the problem. Could you be a little more specific, what've you tried to achieve? There are a few things, which sometimes cause problem in our mod either due to a wrong installation or JA specifics. But perhaps your issue is different, yet still we would be able to find a solution
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Adding new NPCs to an already existing map might be a bit tricky. Editing the values of the already placed characters and their actions (as well as scripts in the map in general) is perhaps far easier. If NPC has a NPC_targetname in the map (those in cutscenes definitely have unique names), then you can change them via a script, already used in the map. You'll have to use Behaved for that, to edit TXT files, but most original JO/JA scripts are in IBI format, so you'll have to use a decompiler fro that. You can find one such utility right here. Thus you would be able to edit a TXT file with Behaved and the compile it again (and place into a new pk3 inside a base folder). You can even make new scripts and make original ones play them in the map. You can read more about scripting here.
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This is a very interesting discussion. Compiling a map for JA is perhaps the least favourite things... (I'm not alone here). There are different things, which affect the compile time, indeed. Textures that emit light also seem to cause trouble in this regard, but too many models, shaders and other things too. Too bad JA is a game from the old times, when you couldn't create a new map in real-time, seeing everything right away.
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Lady Dimitrescu player model?
NumberWan replied to disneyaintcanon13's topic in Mod Requests & Suggestions
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. -
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.
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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.
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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.
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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!
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That's what I said – change the script with a set_skin command. The best method in my opinion.
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SP Head Selection Glitch
NumberWan replied to colonel-the-general's topic in Jedi Knight Tech Support
Did you have this problem before you tried adding the mods? Did you encounter this issue with a different version of JA? -
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.
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SP Head Selection Glitch
NumberWan replied to colonel-the-general's topic in Jedi Knight Tech Support
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? -
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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?