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Everything posted by swegmaster
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alright some more footage of the mots mod, this time in kappas throne, i made it to show some of kyle's new sounds, like new taunts, new anger sounds for his npc, new gloat sounds, a new pain75 sound, and new victory sounds(after he kills you, but in the vid, he doesn't do it), also some of the menus, also, for minilogo and barricade, the land/jump sounds are changed , the jump sound was deleted and the land sound is one of his pain sounds
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ok so i've got some basic texturing done on the dromund kaas swamp, mainly in the sith temple area, with 2 jedi outcast votj statues placed by the entrance, and i've found some textures that are not converted to hd completely, like the other textures that are hd-ified, so i'd still like to convert the rest of the textures that aren't done, i'm betting @@hhunter6 may know how to do it, since he's listed in the credits menu in the mod and was the apparent co-leader of the mod EDIT: ok now i've gotten some skybox in, but it looks very crappy as it acts like a normal texture, this is due to shaders not being written for the skyboxes, and i'm not exactly a shader artist, so i'll need help on that
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The Force Awakens Conversion Mod for SP
swegmaster replied to GPChannel's topic in WIPs, Teasers & Releases
in truth, i was actually making my own tfa music mod as well, included was the star wars text crawl music replaced with the episode 7 one , the yavin1b music replaced with; SPOILER ALERT; the attack on the jakku village music, and the t1_sour action track replaced with the falcon escape music -
thanks, i asked because i wanted to do some basic work on level 12, the dark swamp map,aka the dromund kaas swamp, i was really just wanting to texture it and give it a skybox, the entire layout of the level seemingly fully recreates the original level 12, no enhancements, no layout improvements, nothing, just the original level with no textures, or a skybox, which i wanna learn how to put in
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yeah, but i've looked in the original mots converted jpeg textures and noticed some of the textures not in the newmots, or at least haven't been done yet, there's also the issue of shaders, not all of them have been done, theres like 2 for altyr5 and asteroid crust, whenever i use gtkradiant, the other textures don't show up, are they there or am i looking in the wrong place?
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could anyone give a tutorial on how to convert the mots textures to be like the ones already included in the mots mod source files, particularly to be like those seen on the df2 mod for ja's webpage: http://shamusworld.gotdns.org/cgi-bin/textures.cgi, also click on a texture to see its new hd converted variant
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**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
try asking darth_linux if he knew how the music got enhanced and converted, if that fails, try looking it up online , btw, if you ever do get to doing the mots mod coding, maybe make it so that you can somehow use the special melee grapple while holding the saber -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
its part of the dark forces music track, some guy named stephen1297 took the midi tracks from x-wing and tie fighter, as well as dark forces, and put them online for people to get, it includes every single soundtrack, including a bunch of unused soundtracks, some left on purpose like a surf theme track purposely unused named 50SURF01, it also includes the cutscene soundtracks and the rest of the executor and arc hammer enter/outro tracks, get it here: https://sites.google.com/site/stephen1297/latracks -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
GUYS, I'VE FOUND A UNUSED MUSIC TRACK IN DF PERFECT FOR THE ZUCKUSS AND 4-LOM BOSS FIGHT! HERE IT IS: https://www.mediafire.com/?bu0b5394h1uu3t5 only thing is it needs to be enhanced and converted to mp3, and sorry for the caps -
**OFFICIAL** Dark Forces Mod revival topic
swegmaster replied to Teancum's topic in WIPs, Teasers & Releases
oi m8s, i've just found the original screenshots of the later levels in the df mod, and they look a bit different and cool: http://web.archive.org/web/20110906110652/http://darkforces.jediknight.net/scr-lvl08.shtml -
i've got it fixed thx to you , i simply needed to include all the textures and shaders from assets1.pk3 and put them into C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\base"gtkradiant's base to include all the stuff that i could put into the map to fix"
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so it seems lava is not the only one having the pattern problem... also, some more footage of the mots mod, feat. undead sith with sounds and mots rancor https://www.youtube.com/watch?v=7DL4VCSnggU on a side note, youtube says its got copyrighted music because of the alternate sail barge assault theme playing in-game, i find it a bit wierd and disturbing considering there are other youtube vids with copyrighted star wars music as well
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its not the glow, asteroid_crust is in the right place, its the texture pattern, in case you didn't notice. compare your screenshot of the lava fall with the untextured crate to the left with my screenshot of the lava fall with me holding a blaster and you'll notice in your screen the lava is not in patterns, could you possibly send me your converted version of the map? because i know its being caused by how it was converted, something seems to have happened when i converted it that caused all the lava to have their textures go in patterns"the texture copied, made smaller, then pasted by itself"
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ok now i'm trying to convert the altyr5.map file to bsp but it keeps failing to make a .srf and .lin file for it, and that means it fails to convert
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doing the asteroid crust, its done now, but is the lava supposed to be like this, because i could've sworn from your screenshot the tex. looked like one and much better than this, you can also hurt yourself in it unlike the original
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@@Teancum thanks, but is it alright for gtkradiant to give me: WARNING: hit per-surface style limit (4), and a loooong list of that warning? i'm using the final bsp convert option you said took a very long time depending on how fast my pc was at this time of writing
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which bsp option did you use to convert the .maps to bsp? theres a crap ton of options and i tried experimenting with them, but still got a few bugs with them like some textures appearing in 4x4 patterns of itself
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yes i realize that, but i've got a question, which option in bsp of gtkradiant should i choose for converting the .map?
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ok i swear i might be converting it wrong if textures show up in small sizes and patterns
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@@minilogoguy18 I will at least make his jump sound not Woah.
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i didn't exactly make the sounds for him, someone else did, and even then i don't know what else to replace his jump sound with, i'm thinking about having the system from df2 where there wasn't a specific jump sound, like in mots, the jump sound changed depending on what surface you were standing on, ex. if it was metal, the jump sound would sound metallic
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a vid about whether or not i converted the map correctly from .map and some other stuff, didnt get a vid thumbnail though https://www.youtube.com/watch?v=m5rxy22YHNs i also went afk at one part to go take out the trash
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yes of course, i've also looked and this is the list of models done for the mod: kyle katarn:yes dark kyle:yes dark rahn:yes sariss, yun, and jerec:yes gorc and pic for df2:no mots mara jade:yes dark mara:yes luke skywalker bespin outfit:yes"done with haps luke" darth vader:yes"done with haps vader that was also in the df mod source files along with mohc" one-eye:yes mandalore"boba fett":yes trandoshan:yes protocol droid:yes rodian:yes weequay:yes"strangely looks like the ja human merc" pirate raider 2"one with the pistol":no pirate raider 1"one who sometimes has a rail or blaster":yes abron mar:no krugon:yes veamon:yes jan ors:yes grave tusken 1&2:no kaerobani"mp":no scout trooper:yes tie pilot:yes at-at pilot:yes admiral"mp":yes santiago:yes rugar:yes imp commando:yes"could use a reskin without the goggles" imp officer:yes mots stormtrooper:yes"not barricade24's own fieldtrooper, just haps with the bonus pauldron and backpack" rebel soldier:yes"slight reskin" rebel officer:yes rebel commander:yes enemies in sp not done: weequay"mots version" that white droid that would take 2 shots at you and then fly off"actually done, but assumably in the df2 mod source files" grave tuskens abron mar"you don't face him, you just chase him down and don't even kill him" noghri"looked gigantic in mots and held a large knife trying to stab you, could also dash a fine distance" dart flower vornskr"does have a model but its a md3 and not an actual playermodel, also has beta textures" yun sith statue"brown with red saber"
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we'll also need the seeker rail , and we also need a new model for none other than... the dart flower in the swamp levels, as well as: List of mots character models needed to be done so far: grave tuskens ughnaughts vornskr dart flower yun sith statue "brown statue with red saber" first pirate raider variant "one with short sleeves, no helmet and doesn't look like the normal ja merc" kaerobani "one of the mp models" mots human merc"possibly could be made, looks a bit more brown in mots than ja" abron mar tusken disguise"should work same way as stormie disguise in darkjedi code"
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do we have the flash grenade?