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NumberWan

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Posts posted by NumberWan

  1. What a good video! Brings back so many memories of KOTOR, of our stranding on Taris, our adventures and meeting Carth, Mission Vao, Master Vandar and others. I guess you could make more Legacy Videos – like a memory or homage to Kreia, Malak, HK-47 and many others. Maybe even more characters from EU, like Dash Rendar or Kyle Katarn.

    Your video actually reminded me of this one, which can be recreated to some extent in JA, as many characters have already been made for our beloved game – Sidious, Clones, etc.

     

    DarthValeria likes this
  2. I would recommend to scale down these chairs: unfortunately they are slightly bigger than what the JO/JA characters use. I think modelscale 0.75 would do fine. If you have doubts, check the map_objects/cinematics/chair.md3 model for reference – it's the one used in a cutscene on Coruscant in Jedi Outcast.

    Adding some 'imperfect side' to the textures would also help improving the general feel of realism to the walls, I think. Or shaders.

    I'll send you a texture, which you might like to use in the map. If not for walls, then maybe for the floor. ☺️

    OCD2 likes this
  3. On 1/26/2021 at 7:15 PM, quakefreed said:

    Great, can you tell me for example what tasks they should do? Sorry when I open behaveED I am lost. 

    Start with Affect (enter the name of your NPC – his NPC_targetname in the map), add tasks (give them names too), and then add (set < E "set_types">, <str>) line inside them. One such line is responsible for one option (task, action, etc). When you've added this line to your script – double click on the 'set'.

    By default it would offer you to use SET_PARM1 which is set to DEFAULT. Click on SET_PARM1 and look through the whole list of commands there. Most options have a short description. Don't forget to press [Re-Evaluate] button in order to see the specifics of each option.

     

    E.g.
    
    SET_FORCE_JUMP_LEVEL		0
    (you can change now the level of this Force power from 0 to 1-2-3)
    
    SET_ENEMY 					NULL 
    (usually used for NPC enemies, so this command will make the character feel angry towards a specific NPC in your map. Change NULL to a targetname from GTKRadiant, like 'Freddy', for instance)

     

    Sunny98 likes this
  4. The whole process of decompile is quite unpredictable: some maps can be opened in GtkRadiant after that, but some are full of errors or won't open at all. Even with the best results the map will be missing a lot of things and won't allow you to compile it again without issues.

    In order to decompile the BSP, you'll have to run a certain command, as afi suggested. I think, you can learn more about it in this thread.

  5. Looks interesting, but I already have a digital copy from GOG and I'm not sure I would like to have a physical collector's edition. One of the reasons – physical space 😅  I already have Dark Forces II box back from 1997 and Kyle Katarn's Action figure, so I feel like already having a little physical part of JK series at home.

    Smoo likes this
  6. 15 hours ago, Hartsinck said:

    When I export my .glm and play jedi academy one of the arms almost looks transparent and you cannot see the texture. The mesh is then weirdly dark when I try to import it into blender. Any ideas on what the issue is? Here is a picture.

    p.png?size=2048x1536&size_mode=3

    Looks, like a reversed Normal. In 3dsMax it could be fixed with a modifier > Normal > Flip normals, if I remember correctly
    Literally this means, that the surface is currently seen from the inside (which happens with Clone or Mirror tools sometimes).
    At least that's what I've encountered when I created md3 models for the game (but in 3dsMax).

    Hartsinck likes this
  7. On 2/2/2021 at 4:24 PM, SephFF said:

    Wish I could remember where I learned that. @mjt was it you? What i do remember was looking at vis and I noticed no vis cubes where caulk was....So i got the idea to just fill things with caulk and it really does speed things up.

    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. Randomness does indeed exist within the commands: through IF and ELSE commands. 

    For this you'll most likely need 3 tasks (each task = with a command to change behaviour "set"), like Task1, Task2, Task3.
    And then the lines such as these ones:

    Quote

    if ( $random( 0, 1 )$, $<$, 0.340 )
    {
      do ( "task1" );
      wait ( "task1" );
    }


    else (  )
    {

      if ( $random( 0, 1 )$, $<$, 0.510 )
      {
        do ( "task2" );
        wait ( "task2" );
      }


      else (  )
      {
        do ( "task3" );
        wait ( "task3" );
      }

    }

    In this case the game would Run one of the three tasks randomly.
    You'll have to experiments with numbers (instead of 0.340, 0.510) in order to achieve the result you want.

     

    Asgarath83 likes this
  9. On 1/22/2021 at 6:41 PM, rexege8195 said:

    Guys, has anyone been having problems with dismemberment in Dark Pasttimes? It works ok with autoexec.cfg in single player, and works in OpenJK after console commands. Inside DP it unfortunately doesn't work... If anyone knows how to solve it, I'd be really gratefull 

    I've never heard of anything like that, however there could be minor restrictions with a few characters (there is an older Droid model on Ord Mantell, which can't be cut into pieces per se). Most NPCs are original or newer ones, but with no dismemberment restrictions.

    DP uses OpenJK as a base for a smooth run. 

  10. Scripts are one of the most important things in modding. Aside from basic things they allow to add (objectives, cinematics, etc.) they help you with creating a more vivid environment, like adding speeders at the distance or making peculiar platforms or puzzles. 

    Sometimes scripts allow you to cheat the game engine and make more characters, than NPC limits would allow (at least visually). In any case studying scripts and Behaved is a good thing to do after learning the basics of mapping.

  11. Well, competition is always good. Now, that EA aren't the monopolists, the games might actually look at least slightly different and be as good as during the golden era (which I consider to be somewhere between Dark Forces release and Revenge of the Sith). EA might have experience with Bioware, but Ubisoft made open world of different style, like Chicago in Watch Dogs and Ancient Egypt in AC: Origins. Personally it was GTA San Andreas that made me think – why Lucasarts wouldn't want to release something as massive as that game at the time.

    And I don't count SW Galaxies and SWTOR

    I feel excited for the new Indiana Jones game even more than for Star Wars: this one would be made by the guys, who created the latest Wolfenstein games. 
    And this might be a cool challenge.

    Circa likes this
  12. I've encountered this issue as well and only with OpenJK installed. The thing is that original JA and OpenJK sometimes use different folders for Saved Games and some other files. Thus it's possible to use both saves and different maps. This explanation isn't very accurate, but it might help you understand what might be the problem.

    In order to avoid this (and for dozens of other reasons) it's best to make test versions of your map before compiling the final one. I test certain scenes and scripts on test01, test02, etc. while the versions of the map itself include smth like dg_city_v1.map (dg_city_v1.bsp), dg_city_v2.map (dg_city_v2.bsp), etc. Making backup maps is also a good thing to do.

  13. On 12/10/2020 at 10:04 PM, BlindDaThief said:

    But how do you put it in radiant and be transparent/walk thru- able?

    Almost any shader with a transparency can be used here.
    Several original textures from JA use the Hologram effect, such as this one on Coruscant:

    textures/rooftop/screen1
    {
      q3map_nolightmap
        {
            map textures/rooftop/screen1
            blendFunc GL_DST_COLOR GL_ZERO
            depthWrite
        }
        {
            map textures/rooftop/screen1_txt
            blendFunc GL_ONE GL_ONE
            depthWrite
            rgbGen identity
        }
    }

    Just change the names to fit in with your own folder and texture. There are even more simple shaders for a similar effect.

     

  14. 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.

  15. The last episode more than enjoyable, yet the announcement after the ending is troubling. And according to the rumours – that one is the only new project to be released in the next few years. I guess this episode and Mandalorian as a whole was a test of skill and resources, so I hope any new series would be much better.

    However, before 2022 many of the announced titles will be shut down most likely.

    Not waiting for Mandalorian Season 3, but rather eager to see Cassian Andor show as well as a few others (Willow too).

  16. 'The Rescue' is one of the 2,5 episodes in the whole Mandalorian series, which I actually enjoyed (the other two being Chapter 6: The Prisoner and «Chapter 13: The Jedi»). This time they paid much attention to the details and put much effort in the story and characters. Aside from lack of interesting planets, Mandalorian was full of Deus Ex Machina. The last episode seems to work without it though. 

  17. Dantooine is a pack of maps and well, it's finished ? It's part of Chapter 2, but currently the maps before Dantooine aren't complete yet.
    Due to pandemia and a huge amount of the main work, we had to make a pause with the modding. In plans: returning to the work right after December 25th.

    Peprykus and TheWhitePhoenix like this
  18. My major concern with the show is that most locations are quite similar and dull: desert, forests, swamps, snowy areas. Why don't they make some peculiar red-coloured villages with whitened palms? Or crystal planets with flying slugs? Or blue coloured tropical canyons with exploding hedgehogs with beaks? Why nothing like Felucia or Saleucami? These two looked pretty much unusual and would have been a nice addition for a change in the scenes.

    The authors try to pay much attention to the costumes and characters, but forget about details and atmosphere in the background.

    They could have made Tython so much more interesting.

    9a90e3a1-3637-11eb-b2bd-fd5e65cb747b  

    The Old Republic definitely put more effort into the look of this planet:

    star-wars-the-mandalorian-tython.png

     

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