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Everything posted by NumberWan
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I had a very bad dream about this Inquisitor the previous night. ) In it the series failed. I hope that's isn't true. In any case before Attack of the Clones I saw a dream, where Boba Fett was actually a gungan.
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I really like the way Jaden stands still with two lightsabers - he is actually breathing, not just holding the hilts as if he were a statue. But I feel strange about the way he walks forward with two sabers...
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We've actually made several skins, and none of them is that reddish. In all cases the helmet is correspondent with the general apparel, armor. Also we could have made the completely new model, but this time we used only the new head. That's to make a more interlinked thug gang, where Niktos fight alongside with already familiar human mercenaries from JA. Niktos are not the only ones among the new bounty hunters. There are also more Humans, Duros and Zeltron. I also want to add Clawdites and Rattataki. The bounty hunters (as all most of other factions) have female adversaries at their side now.
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I must say, that I really like the way Nar Shaddaa changes its image from game to game. And every time seeing either lonely streets or noisy cantina I would say "Yes, that's Nar Shaddaa too". The city was very lonely in Dark Forces II, and it added a lot to the atmosphere, if you ask me. It was nice to see the quarters, that were somehow far from illuminated and crowded avenues of NS, as we know them now. It was just the right place for Kyle Katarn to meet 8T88: shadowy, unfriendly, rusty metal, empty streets with only a few citizens standing here and there, with a general feel, that the Galactic Empire is not yet gone. (I agree here with those, who've mentioned the sounds from DFII - the engines of Bespin car outside the windows in the first level - oh mine! Always to remember) In Jedi Outcast it gave a different feel: it was a bizarre world with lots of aliens (which is good for a change after so many Imperials), that seemed to be so familiar, but still full of (un)pleasant surprises. And then we see Nar Shaddaa in KOTOR 2 (for me - it was most unexpected), where it seems to be a very old planet somehow, trying to pursue its own - criminal - goals and ignoring other threats - the Republic crisis, death of the Jedi and crazy Sith on the run. Yet in SWTOR Nar Shaddaa presents the best this planet can offer - as if it was preparing to show us the most classical and traditional things, remastered to their perfection - its citizens, skyscrapers, casinos and of course the Hutts, that have never been shown on this planet before (though they should have been).
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My game never actually crashed, but instead it removed some of the NPCs our of order... And that's bad. We resolved the problem though, when creating a mod via ordinary scripts. NPC limit is no longer truly an issue.
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[JAEnhanced] Gold Pack Discussion
NumberWan replied to therfiles's topic in WIPs, Teasers & Releases
've been trying to make the effect of "falling to the dark side". What I mean is that when Jaden kills Rosh and goes to Korriban, his/her appearance would change to a darker variant. Hypothetically, I know how to do that. For instance you change the skin via a script. But not so fast: Jaden can look different, so the skin command won't help much here. I'm thinking of doing a new variant, I am actually quite close to doing this. Scripts will still be used, but the problem is how to make an ordinary script to run a UiScript RunMod for instance. If this one is resolved, then it will be possible to make this change of transformation of Jaden into his/her darker appearance. As I mentioned once, I would also like to change the Coruscant map in Jedi Academy. It doesn't look like Coruscant at all. -
I just hope, they don't change Vader's helmet too much.
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After comparing the concepts and shots of Clone Wars and Rebels series, I couldn't help but wonder, whether they intentionally created square-like characters (just look at their fingers and certain traits, which are less obvious by Season 5), and now they go away from this style in Rebels, presenting quite curved forms. Take a look on Inquisitor's armour. I am not sure it's intentional... But they mentioned, that Rebels visually won't be the same and they won't use any models seen in CW. Still we might see old characters.
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I agree with Circa on the hands of Gran. According to encyclopedia, grans have normal hands, but it can be seen only in Prequel trilogy. The one from Jabba the Hutt's Palace is suffering from an illness, that made his fists swell so much. Dark Forces II actually wasn't calling these grans, as the name wasn't fully established by the time, I think. Instead the name of the species is unofficially called Ree-Yees (or something like that), which is a personal name of the gran from Episode VI, if I am again not mistaken.
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Funny thing, that grans were the main enemies in the first two levels of the game. Rodians were rarely seen and only with a small blaster pistol, usually waiting around the corner. In JO they switched the roles - rodians are more common perhaps, together with grans, that seem to have minor role now. And also weequays, which i think won't make an appearance this time.
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As I slightly stated in one of the previous threads, we need help with the mod. There are aspects, that are not entirely covered by our team, though it's important to complete minor details as well. So here's one of the issues, that we came across: we need more lightsabers. To be precise - we want to add new hilts into Dark Pastime mod. We can do that ourselves, but we also work with maps, textures, NPC and md3 models (not to mention scripts and shaders). So our time and sources are limited at least for now. I have the sketches of the hilts, but we are open to see anything new and original. If you are familiar with modeling for JA and want to help us with creating a lightsaber, then just leave a message here or contact me via PM.
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Star Wars Episode VII Discussion
NumberWan replied to Circa's topic in Star Wars Franchise Discussions
I hope the name won't be too obvious. I mean, it would be foolish to hear somthing like Return of the Sith or New Jedi Order... It's clear such things can happen in the film, so no point in underline them in the title. I would be happy, if the title was more like The Phantom Menace - who, where, why? It's not that clear even after watching the movie. You still guess even after that - whether the threat is coming from the little boy of the mysterious person in a cloak. Return of the Jedi was also like that - it feels as if it about Luke (but why?), but surely you learn more after the movie - ... Well, no point to mention all of it here. For now I feel positive about Episode VII. I like, that the old cast returns (perhaps), that the story takes place 40 years after Episode VI, and that the team of Episode V is working on the film. It's also good, that a lot of people hate the yet-to-be-released film and leave mostly negative comments, because by doing so, they make it just possible, that Episode VII might be awesome despite all bitterness, heard here and there. -
That's what I didn't like about TFU - in different platforms it had even different plots sometimes. There is that gungan mercenary, that is never seen in PC version. Also I miss the Imperial Senate Sentinels - I think they are called like that - which appear in some versions of the game again. This also applies to shadow stormtrooper (though I really like the look of the model in this thread) - one can never be sure, how the object or character actually looks like.
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I agree completely on the aspect of animation, and we thought that through many times. The problem is that among our team members - we're mot specialists in this Olgo created quite interesting animations for some of the new NPCs (that are not humanoids!), but we need more. I even created a list of animations, drew them on sheets and I was ready to send them to those, who can actually create new animations for JA. I contacted several people, but to no avail. I'll be creating a special thread for these things, where we'll be asking people to help us out with animation or other things. Well, thanks! As I said before, Anarmar looks very different now, and perhaps it's for the best. Some of the members, who left the team years ago, were a bit surprised to see the new look of the familiat city. But I think it's designed much better now, with new skies, lights and shaders. Also new NPCs, locations and other things. Of course it can remind of Taris, though this similarity is rather coincidental, as I created Anarmar years ago before KOTOR. It had very different look of course, but still I believe that KOTOR was an inspiration to create the story, but at a later stage of modding. =) We appreciate that. And I am glad, that you've noticed, that the planets in DP are very different in style, design, objects, characters and general atmosphere. In JA most locations felt almost the same way, well except maybe Tatooine and Yavin IV - all others were either Imperial-like worlds or copied the above mentioned Tatooine and Yavin. I am not saying, that they had nothing special about them, but as it was stated in one of the threads - there is so much that JA could show us, but it didn't. I think, it was Circa saying, that he also missed the appearance of the Hutts in JA. Me too, so we have one level with a Hutt in our mod too.
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This model was a very interesting species to make. It requires adding some shaders though. In DP you meet these mainly on Anarmar, as it is also a water-planet, just like Manaan. However Selkath characters are planned to appear on other worlds as well.
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Thanks a lot for your response! To tell the truth, Anarmar is one of my favourite planets, that I've ever created. Just like some other locations it was originally created for my stories (Star Wars fanon), and is featured in several comics. I guess, I will publish them one day. =) I think, most people have already seen about Anarmar. Again, it's the old version of the level, when there were fewer NPCs, shaders, effects and scripts.
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Anarmar Anarmar is the central planet in the second part of the Dark Pastime plot and includes several large and smaller maps. Up to now it is probably the largest and most complex mission in the game. Anarmar is a large semi-ecumenopolis city, built centuries ago. Started as a farm colony with several arcologies, it was later converted into a ring of cities and urban agglomerations, that were eventually united as one single city-state. Due to its form and location it was known to many as a ring-city, that is situated to the South of the equator of the planet with the same name. The city includes a lot of banking and commercial areas, gardens, museums, leisure areas and beaches, residential districts as well as industrial quarters. Being far from the center of the Universe, it was under strict Imperial control during the reign of Palpatine. After the battle for Endor it became an independent planet, led by a Prime Minister. However more and more people believe, that in reality Anarmar fell into the arms of the powerful Areem Corporation, that has lobbyists in the government as well as control over local police and military. After certain events in the previous missions you are asked to meet someone on Anarmar. This contact of yours has valuable data regarding the suspects you've been investigating, and this information is here - on this planet. However someone hired mercenaries to eliminate you... And someone else is watching all your actions, also trying to prevent you from achieving your goals... 01. Anarmar Spaceport 02. Anarmar City 03. Ridduay Hotel 04. Areem Corporation Headquarters 05. Areem Corporation Warehouse Notice: some of these maps may or may not include more than one map/consist of two parts.
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I think the new inquisitor is not a contradiction after all, he might be one of the acolytes, which were many during Palpatine's reign. As it takes places 6 years before Episode IV, everything is possible. Thus, it will be at least 5 seasons (Clone Wars was 5, and it showed the 3-4 years of war). In any case I feel thrilled to see more on the project. I'm not sure, what to think about the new character, but the information given, including the one on Lothal - a new planet - seems to be interesting.
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Jumps in DF2 series sometime were much of a pain and could even kill you, if you jumped in confined space. The only other things that were equally unpleasant are falling down, explosion wave from a rocket launcher and being pressed under the elevator (especially if there were an NPC on it). In JA and JO they are more controlled, I think, and easier to use.
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Thanks a lot for your comments. We will consider all the recommendations that you've posted. Including those about the repetitive textures - I agree, that's mostly a common issue in JA mapping. We try to cover such areas with additional blocks, some meshes with sprites, some objects - among many other methods of improving the area. I'm also glad, that you've mentioned the speed of a swoop. Indeed I really hated the fact, that it moves so fast! I should check on this one as soon as possible. As for Dromund Kaas look-alike - I'm flattered. Yes, I found the similarity as well, when I was playing SWTOR some time ago, However the whole area here was created long before The Old Republic was released, so I guess they look similarly solely because we tried to recreate the Imperial style, that it is also obviously present in the Kaas city in SWTOR.
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Dworn Dworn (or Dvorn) is a new planet, that is completely our own creation. Well, almost. It's an Imperial world and is the next objective of Kyle Katarn after Ord Mantell. I won't say much about the mission itself, but it includes an Imperial city and a military base. All Imperial attributes can be seen here and there. The map was originally created by a friend of mine and our team member Wuhan. At the time we had little references in creating Imperial architecture, so believe it or not, but we made a lot of sketches, based upon Imperial buildings seen in Star Wars: Galactic Battlegrounds video game. Olgo significantly improved the maps, adding flying TIE fighters, Imperial Lambda Shuttles and other Imperial starships to the skies. Not to mention the latest Imperial additions among the NPCs. 1. Imperial City 2. Imperial Academy 3. Dworn Forests
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jchapman1984, thanks! You reminded me, that I rarely do mention anything regarding sounds in games. In DP we try to add more to the environment, by placing sounds of wind or some machines at the distance, or strange animals or birds squeaking in the swamps... In any case the location seen above is full of coldness, winds of the forgotten city... You walk through the streets of the once prosperous town and through the debris of rusty machines, that were used in battles. It's like a graveyard, but not that gloomy. =)
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"Jaden" Civilians are good to use, but it's better to change their faces and hair at least. Sometimes it requires more than that, because this model is undeniably too well known to every fan of JA.
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The beginning of HapSlash's modeling career
NumberWan replied to Circa's topic in Jedi Knight General Discussions
HapSlash is perhaps one of those talented people who disappear out of sudden, almost the same way they appear to the community. And only their works remain... However, I am glad, that HapSlash is open to those, who want to ask him about something or show their appreciation on the models, he created. I contacted him too, some time ago. -
I usually don't react too emotionally, but I wish, I have never seen this page with all the titles. Just looking through them briefly made me feel very sad, and yet there seemed to be so much optimism, so much fun and opportunity surrounding any of the games, that never saw their way beyond discussing ideas. If so many were removed from the lucky ones, that we actually were able to play, then it's only fair and quite obvious, that we've seen so many people, starting making mods and unofficial mods. And this relates not just to Star Wars...