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Basil Bonehead

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Posts posted by Basil Bonehead

  1. I am only using aliens from the original trilogy and the ancient times (sith species for example) trying not to expand it into prequel territory minus the double-bladed lightsabers The scripts in the menu list some of the species as totally wrong smh, like geonosians are the mutant howler with wings, the umbarans are masked warriors, etc. There was a lot of things that didn't fit, like tuskens underground and jawas as well, these are all being replaced. Raptors with missing animations, will replace those with some other predatory creature. The biggest plot hole is the presence of Rosh, who would be dead if this follows the darkside ending of JA, so he will be replaced, but none of this will be complete without menu overhauls and voiceovers.

     

    My first goal was to remove everything prequel-related from the mod.

     

    Then it was to give the mod a total Yavin feel to it, either you're in the jungle or in some dark facility underground, but with moderate aesthetic appeal.

     

    Then I wanted to re-introduce something that hasn't been done yet in a star wars game that would be possible here due to the massive number of npcs available with the current scripts, and thats to have it be a total nostalgic trilogy feel because the aliens would be there with much much less of a clone effect.

     

    Then I wanted it to be a real sequel to Jedi Academy, the Dark Side ending, making Jaden have ragged clothes much like his re-skin from the novels.

     

    The things I want to change are some of the scripts, and I would like to have someone re-compile all the maps with just some physical changes (like repeating textures) and voiceovers to give the story a little twist.

     

    The premise is:

     

    Jaden turned to the dark side from ending of JA, 30 + years later a Sith Lord and his brothers appeared and destroyed much of the New Jedi Order, started siphoning resources from planets and collecting species for slave labor (much like Rakatans).

    Thats why theres so many aliens on Yavin. There is no Empire, just remnants, I wanted to replace all the map objects of imperial spaceships with different skins to look like a different faction took over the empire's resources but the skins I made for the ships wouldn't replace the objects in the maps unless I de-compiled then recompiled everything.

     

    Jaden must escape from Yavin and confront the Sith Lord to either aid or destroy what is left of the old republic / rebellion and jedi knights. I want this game to have a solitary and dark feel to it. The only thing I wish was in the original mod was some ruined yavin temple / hangar base from the movie / previous jedi knight games that would connect between two chapters.

     

    Then I redid the music so literally no track repeats like it did in base JA.

     

    Theres a lot more work I did on this, but everything I did is just editing the assets and the skins/textures/music/effects/weapons themselves, nothing more. I am not a mapper for JA, I could never figure that stuff out unfortunately, so that is where I may need help from others to make this totally complete. I will release what I have as well just not yet until it is all organized for a single download.

    similarly to the lost maps release of escape yavin IV, could we get some sort of option that results in jaden redeeming himself and returning to the light side?

     

    also i would like to offer toward providing new voice overs for the sith lord if possible. or at least edit the voice actors lines to make the sith lord sound scary

     

    I also don’t mind voicing minor roles either

  2. i also hope the skins get replaced with something more... i think lore friendly is the right term to use.

     

    immersion is a helpful thing and the overhauling of NPC's with their approptiate looks or replacing them with something else that makes more since will be a well needed facelift for this mod

  3. This is such a cool little project you've been working on! If you don't intend on finishing it, could you at least possible release whatever custom assets you've added or changed?

     

    And if not even that can we still at least get that sexy Yavin skybox?

     

    Also I did some additional playthroughts with the mod. I used openJK, a big saber mod and the UltimateWeapons mod and I changed nearly half of all models (both their in game appearance and their display on the menu). I can confirm that while OpenJK is a definite big help, it's not perfect. There are some instances, like the engine room on the Kel Dor's ship, where it is almost impossible not to crash the game with additional assets. If you plan on overhauling this mod, then good luck to you working around the bugs.

     

    I also narrowed down the cause of a really bad bug. In the first Jedi Council cutscene, sometimes the cutscene freezes mid conversation between Not-Windu and Not-Yoda. I figured out this only happens for some reason on the highest difficulty setting. IDK why, but it is especially disappointing and I have no idea why it would do that.

    will not-windu and not-yoda be replaced? if so, who will take their place?

  4. I am not at my computer but is on the bottom menu bar. Around 7 or 8 icons to the right of the dropdown where you select weight paint or edit mode.

    when you do get on your computer, could you take a screenshot showing where i should look because i don't know what you're referring to. i think our layouts of blender are radically different

  5. got the triangulate faces things now, tried to export it again and got an error saying "could not load a vertex: unweighted vertex found!"

     

    i weighted the thing, it's weight is set to 1 like in the tutorial, i checked my model i'm trying to add on, it don't get what's going on. for the umpteenth time lol (i gotta stay optimistic sometimes)

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