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Darth Sion

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Everything posted by Darth Sion

  1. *Assistance required* (Sounds) If there's anyone out there that has experience with working with sounds and sound files, we're currently looking for anyone who'd be willing to step in and do some sound work for the mod. As the mod is well under-way now and we're edging closer to completion, with the exception of some things that need to be addressed and finalised. As @@Cerez has recently stated, there is some sound work to be done, in regards to the bartender scene.. It's been mentioned that this could be done with some various sound bytes taken from Jedi Outcast. So if anyone's happy enough to look into this, then by all means.. We'd welcome your input and any extra ideas and suggestions you might have. Thanks.
  2. Ahh, I see what you mean about "splitting" the map into various area's. Much like in the base game, where if you're on a certain map.. The first part of the map loads up and you get half way through the map and the game goes to a loading screen to load up the 2nd part of the level. I guess a good example of this is the Hoth level, where for the first part of the level, you're outside and the 2nd part of the level, you're in Echo Base. That could be an option, if it's going to improve the mod's functionality. If it's not going to make much difference, though.. We could just go with the standard format we currently have. Whichever you or @@Cerez thinks would work best and is the most viable option.
  3. Yeah, I was kind of thinking that, myself. The last thing we need is to get everything in place and have the map functioning correctly, only to get so far around the map and have some error message come up on screen with a warning about reaching the character limit or something.. Or the game just crashing out back to the desktop. That would pretty much void everything we've put together. But having said that, I'll leave it in your capable hands of putting together, what the game is capable of running. I guess I could kinda' see why the original base game wasn't "overcrowded" with enemies or npc's. I think for the most part, the most amount of enemies I've seen on screen at any one time, in the base game was on Korriban, during the Sith Temple run, before Marka Ragnos. Again, I'll leave that for you and @@Asgarath83 to deal with as you're both more educated about that than I am.
  4. Hmm.. Well, it's not absolutely essential that the mod has to have it. I just thought it'd maybe be a nice addition to spice it up a little. If it's going to be too much of a problem or not really possible, then don't worry about it. We can leave it out.. If you happen to maybe think of a way around it, then go with your gut instinct. But again, it's not a necessity.. So don't worry.
  5. Hey @@Mert-K, if you're interested in coming onto the project, that's great! We could do with a NEW cinematic, actually.. If you've got the experience in video and .roq editing. Were looking for a pre-mission cutscene, that shows Jaden flying his X-Wing to Coruscant. I know there are already some cinematics in the game that share this same type of video footage, but they are for other planets and we could really use one for Coruscant. I'll try to pull up the sort of thing this mod is looking for; The footage below is taken from the game's mission on Kril'dor, to destroy the mining platform. But the actual footage we're looking for is around the 0:37 mark, in the video, to the 0:47 mark. However, the green planet of Kril'dor needs replacing with Coruscant; which I'm sure you're probably already familiar with the look of, but here's some useful images to look at, if you're unsure; (More images) https://www.google.co.uk/search?hl=en&site=imghp&tbm=isch&source=hp&biw=1920&bih=955&q=Coruscant&oq=Coruscant&gs_l=img.3..0l10.674.2168.0.2319.9.6.0.3.3.0.89.425.6.6.0....0...1ac.1.64.img..0.9.433.gSAWchAAgKY#hl=en&tbm=isch&q=Coruscant+planet @@Cerez & @@Asgarath83 Just a quick question.. With Coruscant being one, big civilian populated city, are we running the risk of any problems or will we encounter any problems of populating the map with civilians? It's just wanting to try and get the map/mod to be as lore accurate as possible. But obviously don't want to run into the risk or have any problems of the game crashing. That would just undo all the work we've done, thus far.
  6. Yeah, thanks for everything you've done, @@Asgarath83. You've really laid down the ground-work for this mod and I/we thoroughly appreciate your input. But as Cerez says, take some time off and recover. The last thing we want is you falling seriously ill and in a hospital bed, somewhere. So focus on your health and hope that you're back to 100% soon. I agree, @@Cerez.. There are still some things that could do with looking at. I don't have Jedi Outcast, myself, but I certainly don't see any problem or reason as to why the bartender/bar conversations can't be ported over from Jedi Outcast. I'm guessing that we'll probably need a sound engineer or someone who's proficient with sound editing to step in. I think I have a coupla' names I could go to, but can't think of them off the top of my head. @@Mert-K, didn't you say you love video editing lol.. And could help with this project, in some way?
  7. A very good model, yes.. But this is supposed to be a pistol and it looks more like a full-blown blaster rifle. That's my only query with this weapon. Other than that, pretty impressive.
  8. **Just as a quick update** Due to Cerez's hiatus for the foreseeable future, for personal reasons.. If there's anyone that would like to step in and contribute to this mod in any way, it'd be greatly welcomed. The mod itself, is almost complete and everything is pretty much in place and there's just a few things that need finalising. If @@Asgarath83 and @@Cerez would just like to specify what has been done, next time they are on the forum, that would be appreciated. We are currently looking to get this mod completed, so it can be integrated into redsaurus' JK Enhanced, when that next update rolls around. So if there's anyone that has any experience in entity modding and what not, then by all means step forward. All help and input is welcome. Thanks!
  9. Actually, that's nothing to do with this topic.
  10. Hey @@GPChannel, now Plasma's released his Starkiller Base map, you should definitely implement it into this mod.
  11. I didn't think you took/did requests?
  12. No, I've seen the "Legends Jaden", you released.. I'm talking about the Jaden with the jacket, boots and trousers (the sort of Han Solo'esque style) version.
  13. Hey @@AuriusPheonix, how's that Jaden coming along?
  14. @@kalamaray I definitely prefer the 2nd/lower image. It's much more accurate and you can clearly see the "unstable" effect on the blade. So personally, I would go with that one. It does look much better. That's not saying that the top/recent image is bad in any way. If you get enough people liking both, you could maybe release them both, individually as "v1" and "v2". Again, I also have the sounds for this specific type of blade, too. So if you want me to send you them across, so you can assign them to both blades, let me know. But as always, excellent work! @@kalamaray If there's any way you could record a short video of each blade in the game, for maybe 10 seconds each. It would give us a much more detailed analysis of which one to go with. Pictures and images do help, but video footage of this type of blade will greatly help with what you're trying to get across.
  15. Is the file in the OneDrive just a video or is it the actual mod? I'm really interested in playing this, myself.
  16. It could well be worth sending Plasma a PM, but again.. I don't see any reason why it wouldn't be .
  17. I agree. It would be a great idea to have a Jakku map in there. See if you can get Plasma's permission, @@GPChannel.. (I don't see any reason why he'd say no), then you can create Dagobah and Jakku, yourself. At least it would eliminate one map for you and would shorten the work down, no end. I'm not saying your map would be bad or not as good in any way, but you'd be a step closer to completion in a shorter amount of time. It's worth a try, at least.
  18. Well, that's pretty much me out of the equation. I'm currently waiting for Cerez to get back from his/her "hiatus", so we can get our NEW Coruscant map/mission finished. https://jkhub.org/topic/7489-looking-for-a-custom-mission-creator-willing-to-pay-a-small-fee/ God knows when that'll be, but it's taking longer than expected right now. But I'm sure they'll be back soon enough... Hopefully .
  19. Can't you just use @@Plasma's Starkiller Base forest, once you've asked him for permission or whatever? The work's all be done for you, already.. And would make life easier for you, obviously .
  20. site* Learn to read the original post, if you're unsure about it, before you start coming on here and bashing people's hard work.
  21. You need to edit the saber length stat in .sab file of the saber you're trying to use.
  22. There's some awesome saber animations in the Movie Duels II mod. Could really do with someone exporting them, though.. As a download for the main, base game.
  23. Along with that awesome animation for each time you equip it.. Imagine how awesome that would look! And the voice-over from the movie added to it as he shouts "Traitor!!" Here you go: https://www.youtube.com/watch?v=uAtLV26wnCE
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