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NumberWan

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Everything posted by NumberWan

  1. As far as I know, the Jedi Academy series and the Jedi Academy game are unrelated to each other, to the point that they have only a similar name, feature similar places and some characters. While JA is a continuation of the Jedi Knight series, with Jedi Outcast being a sequel to Mysteries of the Sith and Dark Forces II: Jedi Knight games, the Jedi Academy books and other materials are simply a new generation of stories, telling us the events after Battle of Endor, when Luke formed the Jedi Praxeum on Yavin IV. Notably, some elements do come close, like Jedi Historian Tionne which is mentioned briefly in JA game. And other elements, like the academy itself. It was lated reconned (I think), that Desann wasn't the actual bad guy behind all that mess in Jedi Outcast and Reborn stuff. In additional sources and books it was revealed, that the organization was called Empire Reborn, and it was controlled by the Dark Jedi Hethrir. He was the one, who asked Galak Fyar to make experiments, with Desann and Tavion actually leading the forces of the Reborn warriors. There is even a picture of a reborn from the within of one of the books. That is actually a Reborn, you were fighting in Jedi Outcast. Too bad, there is also a book about Jaden Korr, which rewrites somehow his pre-Ja story, making him a very specific character... regarding his origins. I don't like this. To me Jaden is a simple guy, who proved himself to become a Jedi.
  2. It isn't too new. One of last years wookiepedia had a mix of Star Wars and Star Trek officially launched on all SW and ST sites.
  3. A-a-ah... Sic-Six-layer Cake is now canon in Star Wars. Finally! That's what all SW fans were dreaming about.

    1. Daedra

      Daedra

      Which character is that?

    2. NumberWan
    3. DrXann

      DrXann

      Its whats on Dex's diner menu.

  4. I would replace the square lamps beneath the containers on something more detailed. There is a lamp model in JA, which is round and could be used there. It's either in the Imperial folder or Vjun one.
  5. @@Jeff Actually there a few of them. Here there are. Plagueis during his earlier years, when he was an apprentice himself. Here you can see him as a noble man, better known to many as Hego Damask. During the attack. After the attack Plaguies used a breathing mask. Perhaps this is another of his public costumes. Here Plagueis wears a traditional Sith cloak, with a hood. He also looks more like a Neimodian Among the Star Wars toys there was only one known Plagueis figure, It's the public costume from above, and it's black. Personally I would have preferred Plagueis to look something like this, and not a Muun... You might have seen this concept art of Plagueis for The Force Unleashed.
  6. Finally a decent model of Plaguies. Though I would agree on the shoulders. Not sure if the apparel that of Revan is in due place... He was a public figure, which went under different name, but surely he wore something less Sithish. He also had a breathing mask after the attack.
  7. There is a Protocol droid model player, which can hold a lightsaber, etc. Perhaps someone could use it to create this assassin droid as well?
  8. Even though I like the freshy look of the familiar environment, which brings lots of memories back to my time with Dark Forces II, I would agree that new details are in great demand here. It's too bad the video in the game doesn't show too much of this large hall. I think developers tried to design as much as they could envision from the video. I am not sure what kind of room is that by the way. Is it some sort of central ventilation shaft or larger storeroom?
  9. In the past I tried to create a mod for KOTOR 2, which covered an investigation by the Exile in the additional module of the Telos station. But it's so difficult. perhaps later I will continue, as it was small, including only some skins and items. The dialogue tree and adding objects and characters into the game seemed quite easy and fun though.
  10. Have been trying to contact Neomarz1 for ages now. Seems, he is a rare guest in the SW community now... Is there any news from him?

    1. Show previous comments  5 more
    2. Link

      Link

      I have his current email address and most email addresses of old JK authors due to my investigative work back in 2012 tracking down all these people to get their files on here with permission. If you want someone, just ask me.

    3. Link

      Link

      (Via PM)

    4. Zappa_0

      Zappa_0

      I dont know of him being back around since he left back after the last models he released.

  11. @eezstreet The script suggests 3 variants for showing a printing of a message. At least one works fine, reading from a correspondent STRING file. So the problem is most likely, that LCARS are for trekkies, not Star Wars. @therfiles I suppose, there are. However this is not a problem for me, I was trying to add quite simple menus into my mod. If that's not possible due to limitations, I use as many as I can. while others are replaced with a script with set_print command. These can actually show quite a large portion of text. The problem is that the script doesn't allow to allocate the text properly. I mean the layout. It is always centered, starting in the same place. You have to edit the string file to apply the lines properly. Another problem is that set_print is shown only for a few seconds, while I would rather see the text disappear when the Player wants.
  12. @DrXann Which one?
  13. @Darth Futuza I think, someone has posted this one previously, but nonetheless, good to see this again. The animation really reminds me of Macross series, especially the Robotech one.
  14. Thanks to you all for your patience and support! I must say, that we already have an exact date of release in our mind. We will announce it in due time. The real reason for not saying anything about it, is actually the JA itself - the game has lots of things, which might appear unexpectedly. It is no secret, that in one topic I raised a question regarding the menu files in the game. This is a very important moment, especially for Chapter I. We've found an alternative to limitations in JA, but nevertheless this tiny issue will restrain us from showing some things, we intended to from the start. However the good news regarding this might be, that should someone resolve the issue in the future, there will be a one-click addon, which would restore all of the cut content. It is true, that Chapter I is very much Imperial. It has lot of things, derived from Dark Forces and Jedi Knight. Most of the textures are standard JO/JA, but we created a lot of our own. It was not our intention to recreate the atmosphere of the Dark Forces II or the Original Trilogy, but I am actually glad, this worked out in this very direction. When playing Chapter I, you'll understand, what I mean. I hope I guess, @Onysfx would be glad to know, that Emperor Palpatine is not forgotten by the Empire, and Chapter I shows that in every respect.
  15. I remember this map, it has very good lighting. I can't remember, but Coruscant around is also remains in darkness, though some mapper might be able to change that with good skyline (there is one of 360 degrees, so the task would be to apply that to the skybox. The bsp file can be decompiled, with bugs and errors here and there (or with none at all), and then recompiled again.
  16. @Śăļvõö I mean, if there is a new Givin or Chagra-fan, for instance, would you then continue your work?
  17. @Śăļvõö No problem! The pack has indeed quite a lot of species already. But if a new model of some species would be made, would it mean, that you might make another robed character other than nautolan?
  18. I actually used GMax to texture the object. However I created a model in a different program, saved it as *.obj (I also made a YV layout in a different program after that). Then opened it in GMax, applied the textures and then turned it into md3. I also made a glm version, no problems seemed to appear.
  19. @IrocJeff When I were a child, I never actually thought, whether the stormtroopers are so precise as Obi Wan says in Episode IV. It's funny, that Star Wars created the official term for "stormtrooper effect" (though they are surely not the first to demonstrate it) and almost nobody managed to get rid of it. Take Starship troopers for instance: they main characters were sure to be dead in a few moments after the first bug came out to attack them. Rebels are using the same method plus the children/teens orientation. I personally don't see anything bad about it, as it is often quite easy to omit the moments you don't like, keeping an eye on the scenes, which are more important to both as a viewer and a Star Wars fan. In one episode Tarkin states, that it's a characteristic of this cell - not to kill the Imperials, but rather to humiliate them, show troops as fools or slow in actions. @zeƒilus The films and the series are different, though they do have many similarities, which various people pointed out in the beginning last year: this includes the events, characters models and clothes style, overall continuity, music, etc. I don't know, what is really meant by logic above, maybe that the Rebels should strictly follow from the movies (let us be frank, the prequels break many rules established by the OT, but "that's a discussion, perhaps, for another time" as Kreia would say). Should they? What logic precisely? The format of the show dictates, that it would show some things differently. The number of kills for instance. Almost none. I can see the difference in the Rebels and the OT films only to the point, that certain things wouldn't have been created in 1970. For instance, Maketh Tua, an Imperial minister would have been most likely a man in grey uniform. Sabine Wren is also a trend closer to today's realities, her armour is too colourful and she acts more like today's teenager, whilst Luke and Biggs act closer to what we see in 1970s. The way they speak, what they talk about, besides their appearance. Perhaps it's Tatooine's influence. Perhaps we expect a certain "epicness" from the show similar to the whole Saga. But the series is talked about only while it's airing and people can watch it. Most people don't remember (don't know) Dark Forces, Thrawn trilogy, but do recognize Yoda, Luke and of course Darth Vader.
  20. @@Xycaleth believe it or not, I tried to find an article regarding lcars, but it often showed somehow anything you can imagine except for Star Trek stuff. But in any case, that answers one of my questions. I think, lcars is close to what I would like to make. And I actually did, the only problem is that the game has limitations to *.menu files.
  21. @@ensiform Oh, so does it mean that it would work only in EF? In any case what does lcars mean? I found an alternative to menus via using the print commands and message options with lines from strings though.
  22. @@ensiform Strange - I removed the MP menus. as I don't need them. It doesn't seem to have solved the problem (or is it essential to keep the same names for files, rather than making new ones?) While looking into this issue, I came across LCARS. What are they exactly. To be precise, the line in the console after certain manipulations with messages, printing in game, etc was like: CG_LCARSText () veing called. Tell ste String: .... I do understand a few commands in the scripts can actually bring up the texts from the strings files to the screen. What does LCARS frame mean? I saw it was mentioned here. What kine of frame?
  23. @ Well, the amount of menu files is what concerns me the most. Too bad the way to solve that isn't an easy task...
  24. Menus in JO and JA have been something rarely touched by modders. I myself experimented a lot with them and found them quite useful, as they can provide a lot in a mod for Single Player. My question is - are there any limitations to the Menus in JA? We all know, JA has them regarding maps size or NPC count, vehicles, textures parameters, etc. Somehow these were solved by fans. Is there anything regarding the menu file? Its contents perhaps? The other question - is there a limit to how many *.menu files can be in game? Each screen menu is an independent *.menu file, which is also included in one of the txt files in UI folder of the game. For instance: loadMenu { "ui/ingamesave.menu" } loadMenu { "ui/ingameload.menu" } loadMenu { "ui/ingamecontrols.menu" } How many can I add to this list in the ingame.txt for instance? Recently I've added quite a lot of new screens, and this resulted in one issue: The game no longer shows the HUD. cg_draw2d 1 doesn't work. The only solution was to remove the menus from ingame.txt file, then HUD returns back. The people, who worked with the source code, perhaps, you know of the issue? I mean, in the past you studied the code and found explanations for other problems. That helped a lot! Maybe here as well? I placed this topic into the Coders section, but it might be better to move it to modding, depending on the nature of the problem.
  25. @Śăļvõö Do you think, you can make a Nautolan female variant as well? It shouldn't be too difficult, since they look the same with males, just the face needs some correction on the part of skull, lips. Maybe eyes are more of a girl.
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