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Everything posted by Darth Sion
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Ok, sounds good. Again, though.. This is just a draft copy. I do still need to explain a little bit more, but didn't have much time last night, when I was posting those screenshots, as it was getting on towards 4am. But I'll get the extra information added to it by this weekend. @@Cerez, is there anything you wanna feel like adding or something that would be a good idea? I do kind of feel that it'd be a good idea to make use of the Swoop/Speeder bikes, upon entering the City area (from the landing platform), to get from one point, to another, but again.. This is open to suggestion and changes. Otherwise, it's gonna make it un-necessarily much harder than it needs to be, by changing the whole map. So I would think that the first port of call, as it were.. Once entering the map, properly, from the Landing platform, making use of the swoop/speeder bikes to get from point A to point B, is gonna be a good idea. Ahh yeah, the dialogue with the Bartender.. I'm sure in some way we could use some dialogue that's already in the game's base sound assets. Sorting through and listening to them is gonna be a pain in the ass, though. But isn't there already some sort of interrogation conversation in the game, on another level somewhere? I'm not 100% sure about this, though..
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Ok, I'm gonna go ahead now and edit the post I put up earlier and include those screenshots. But yeah, as you stated @@Asgarath83.. It looks like we'll need the source files for Padme's ship. I think of the things that kinda gave that away, was the fact that the ship is actually open and you can go into the interior area of the ship, itself. So we're gonna have to play the "waiting game" on that one. But bare with me, I'll do those screenshots now....
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Ok, guys (@@Cerez & @@Asgarath83).. So I've come up with a first draft, plan which works towards improving the base "t2_rogue" mission, on this new Coruscant map. Now, I must stress that this is only a draft version and is yet to be finalised, but if either of you two have any input that you wanna incorporate into the build, then feel free to post your ideas. The general idea, is to keep the layout of the mission, somewhat similar to version in the base game.. And grounded in style, but also more fun and adventurous, with a certain interrogation aspect. I'm also trying to achieve something of a movie representation or something that you'd see in the "STAR WARS: Rebels" TV show.I'd also like to make the map/mission more populated, @@Cerez.. If possible. Not only with the varied enemy types (like in the base game) (I don't think there's actually any Stormtroopers, at all in the base JKA version), but to also populate it with regular civilians, too. So that when you arrive on the planet, your instant feeling of exploring the map is; "Yeah, this feels much better and more realistic.". As of course, this IS Coruscant, we're talking about and not some deserted planet or wasteland. (As an example, I suppose you could think of it, as you're currently living out in the surburban areas of New York (Maybe, somewhere like Queens.. Which is scarcely populated) and then once you get onto the planet of Coruscant, it's like you've reached "Times Square" or somewhere similar). I do think and feel that the map should be more populated by civilians and such on the UPPER levels of the map (Maybe with the odd enemy thrown in here and there, but not heavily populated). And in the restricted areas and/or the LOWER levels of the map (which is somewhere you'd have to go to complete/progress, in the mission), is where you'll find the enemies. I am open to new enemies types, however (maybe Stormtroopers.. What do you think?). Basically, the mission parameters and the "end goal" will be the same, as the base game. But let's look at how we can liven up the mission a little bit and go a bit more in-depth. I'll also post screenshots below, of my draft layout and my guide, that'll hopefully represent an easier understanding of the map/mission plan, itself. *NOTE* It may also be an idea for you both (@@Cerez & @@Asgarath83) to test the map out, yourselves an explore around a little bit, using the "noclip" cheat. That way, it'll benefit everyone and bring everyone upto scratch on the layout and look of certain or specific areas. Starting point (Upon arriving on the map) (This would be the part where Racto says to Jaden; "Did you think you could just barge in here and take me into custody, Jedi?!", then he steps behind the door and the door closes, to which you chase after him, going through the door, obviously and the mission properly begins. So basically, even though Racto hasn't set off the exploding bridge, he's still stating that he refuses to "come quietly".) Upon going through that door, after exploring it myself.. I've found out there is a choice of 2 directions to choose from. Just off to the left side is small terminal which to call in a speeder bike (Still yet to traverse the rest of the track) and just off to the right, is a small cafeteria area. I'm still currently working on which route to take (unless either route leads to the same location), further exploration is needed. Traversing through the different levels of Coruscant Interrogating/Talking to the Bartender (about Racto's whereabouts) Facing the Assassin Droids (This one is still undecided and needs some more input before it gets greenlit. Will welcome ideas). Hallway leading to Lannik Racto Capturing Racto I also had an idea, which I came across, as background ambience for the map (if that can be added). There's 2 YouTube links here, these could be used as .mp3's or whatever audio format that the map uses, to load. You will notice, they do both sound very familiar to Bespin from "The Empire Strikes Back", but authenticity is key, here.Anyway, they're both very similar, but if you guys wanna have a listen to them both and see which one, you think would best fit the map. Star Wars Ambience - Coruscant Apartment Background (White Noise, ASMR, Relaxation) One Hour https://www.youtube.com/watch?v=cE5erINBHsE Star Wars - Coruscant Traffic Background Ambience **NOTE**I can't remember if it was mentioned in the original post, but there is actually 2 versions of the map. One is darker, "night-time" (dusk) variant and the other is more day-time, if anyone feels like or wants to change the night-time skybox to actually be a night-time sky, then I'm very open to that happening. The base version of the mission is set at night, so it may be a good idea to stick with that, as to maintain a level of authenticity throughout the mission.
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The Force Awakens Conversion Mod for SP
Darth Sion replied to GPChannel's topic in WIPs, Teasers & Releases
@@GPChannel See if you can get the moving vehicles, up in the air, above the map's layout, as they're supposed to be. I know they've done it in the MBII mod. This is what I mean; If you play the map and try it out. Go to the edge of a walkway. etc. and look down. You'll see all the vehicles are below the map (for some dumb reason). I don't know why Raven designed the map, this way. As far as your skybox goes for it, it does look good and is definitely an improvement over the base skybox. However, I would maybe look at improving the sky, itself and making it a bit more natural looking, instead of just a white sky. Maybe try and go with a much darker sky, as this mission is supposed to be played at night. You could maybe try a sunset or a night-time setting. There's plenty of sources over on Google Images, if you take a look. -
Yes, my apologies for that. It maybe wasn't a smart move, on my behalf. However, it wasn't done to create tension between the two parties, it was done to give a better understanding to James, just exactly what the situation is and any potential developments in the future on the project. So he knows exactly what we're looking to achieve and how we're trying to go about doing it. But I have also tried to explain things to James, that you didn't mean it in any malicious way and obviously neither of you know each other, so it was merely your word against his. Albeit in a constructive way. But I don't wish to get involved in this situation, other than to keep a peaceful environment for all involved. So again, my apologies for that.
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Hi Cerez. Thanks for the reply. Well, in regards to this.. I've done all I can, in regards to contacting him. I've messaged him a few times and tried to make my point as clear to him as possible, with what we're hoping to achieve here and such.. And in fairness, each time he's been pretty co-operative and from what I gather, was very willing to let this go ahead. In regards to your personal situation.. Yes, that's fine. I can totally understand and appreciate that. We all have our own individual "battles", if you will.. Or things that take priority over anything else. So I can appreciate your situation for what it is. But I would honestly like you on-board for this project, if possible.
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**Small Update** (Quite disappointing) Ok, so I've been laying relatively low on Facebook with JCulley3D, just lately. To basically, give him a bit of space and time to address his own day-to-day activities and such (just basically being respectful to him), so I'm not constantly asking him for his input 24/7, as I know he's a busy guy. However, I think now it's time to come to the conclusion that attaining the source files for this map is gonna be "tall order", to say the least. I wouldn't go as far as saying it's DEFINITELY NOT gonna happen. But I've tried to contact him 3 times (or the last 3 messages I've sent to him. Incl. the most recent one I've sent him tonight, which he has "read"). But I don't seem to be getting any further along with him, in regards to acquiring what is needed from him to make this work, how we want it to. In fairness, we're literally no further along now, than we were say, 2 or 3 months ago. Which, as you can imagine is extremely frustrating. The last 3 messages I've posted to him (again, including tonight's message) have all been "read", but no response or reply from him. So I'm afraid we're going to have to try and do this some other way (whatever way we can). Now, @@Asgarath83.. I understand and know exactly where you're coming from, from our recent discussions in this thread and inbox messages that you simply CAN'T do anything without the source files for this. But to be honest, I think the only way we're gonna be able to do this, is by entity modding and such.. And modding the build of the map that's currently available on the forum. I know @@Cerez, you've also stated that you've lost your desire to work on any new or currently ongoing projects and I understand that, but it seems we're in a VERY awkward situation and will need some input and such from anyone who can help. I have the plan for the map/level that I want (although, not officially in place), but I do know what I'm looking for. As far as physical changes to the map, the ONLY thing I'm looking to swap/change, on the map is to replace Queen Amidala's ship (currently on the landing platform), with Jaden's X-Wing, that's in the base assets part of the game already. I feel very disappointed and sad that this is where the situation has led to, but it clearly shows that JCulley isn't as forthcoming and helpful with this project as originally hoped (again, I understand he's a busy guy). I've also stated to him in the message that I'd like to try and get all this done, this summer, if possible.. Or at least make a start on it. @@Cerez and @@Asgarath83.. If you have any input here, it'd be more than welcomed.
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Hmm.. I wonder what game that's from. Kinda' looks like STAR WARS Kinect but could maybe also be Star Wars Battlefront II (on High Settings). Wouldn't mind playing it, in any case. **Edit** Commented without looking through the comments and after looking through the comments, I can see now where it's from. My mistake.
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I don't care for the music, but the change seems to work pretty well, so far. I always found enemies a bit too easy to beat, to be honest. Especially Reborn's Raven really did give them poor combat mastery.
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The Force Awakens Conversion Mod for SP
Darth Sion replied to GPChannel's topic in WIPs, Teasers & Releases
Trailer 1 is by FAR the best of the two. -
@@AuriusPheonix Any word on your progress or any updates since your administrative problem?
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From Clone Troopers to Stormtroopers
Darth Sion replied to The_CrY's topic in Star Wars Franchise Discussions
You've just pretty much confirmed what I said . But yeah, 'A New Hope' was created first, with no intention of any sequels or continuation of the story or universe. -
From Clone Troopers to Stormtroopers
Darth Sion replied to The_CrY's topic in Star Wars Franchise Discussions
Why are you worried about SPOILERS for a movie that has now been out for around 5-6 months? I would think the whole STAR WARS community will have seen the movie by now (if not more than once). But to address your statement.. No, the Clone Trooper army was created on Kamino, to battle the Droid Army threat and continued right the way through Ep. III, upto the point of when 'Rebels' began, (this is after "Order 66"). The Clone trooper line was then rescinded and the remaining Clone Troopers were then turned into the first "Galactic Empire" Stormtroopers. How long after "Order 66" (and the great, Jedi purge) these Clones/Stormtroopers were being produced is unknown. But seeing as how they all come from the same assembly line, the only changes made, was to the armor, to fit the NEW image of the Empire. The only difference being, is that they all had inhibitor chips implanted within them, for them to carry out "Order 66". But some of the Clones, such as "Rex", "Fives", "Wolffe" and "Gregor" removed their chips during 'The Clone Wars', and after becoming old, moved to a modified AT-TE (As seen in SW: Rebels episode "The Lost Commanders"). 'The Force Awakens' is set around 30 years after 'Return of the Jedi', so during that time.. From the ashes of the Empire (as it says in TFA title crawl), rose the "The First Order" and these new set of Stormtroopers, as you stated.. are not clones, but bred from birth and brainwashed. -
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I'm picking this one.. It's a good, high-res image and the map looks VERY high quality. It also emphasizes and encourages people's high-quality work on the forum/site.
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The Force Awakens Conversion Mod for SP
Darth Sion replied to GPChannel's topic in WIPs, Teasers & Releases
Not gonna lie.. I'm not overly liking the look of Luke's eyes, in that shot. They look cold and glazed over. Personally, I still think it'd be a wise decision, @@GPChannel to wait for @@DT85, to release his updated Luke. P.S Don't forget the Stormtroopers, either. We need the basic Stormtrooper and the Snowtrooper (Those are the primary ones I can think of, right now) Do you think you could show some screenshots of your new Skyboxes, on different levels? Or have you only done the one, new one on the "t2_wedge" level? -
Can you show a video of some sort of what you've actually achieved or tried to do.. I'm missing the point, here
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The Force Awakens Conversion Mod for SP
Darth Sion replied to GPChannel's topic in WIPs, Teasers & Releases
I would actually add to that, that DT's Ep. 7 Stormtrooper's armor could use some work/improvements, especially after what @@AshuraDX has done with his Clone Troopers. Is there anyway, you could step in @@AshuraDX and update the Ep. 7 Stormtrooper armor and give it a small shine, like you've done with our Clone Troopers? -
@@GPChannel A new Rey model..
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The Force Awakens Conversion Mod for SP
Darth Sion replied to GPChannel's topic in WIPs, Teasers & Releases
That sound is already in MBII and you can freely use that. But I'm not overly a fan of it. I much prefer Finn's saber ignition, when facing Kylo Ren, in the Starkiller Base forest. (Saber ignition sound is at 0:22) https://www.youtube.com/watch?v=TV6sjwqCQ2M FYI, @ @@Seven.. @@GPChannel apparently has already done the sounds for Anakin's saber, before you even posted that info or asked about it. It's actually posted earlier in the thread. -
Excellent work, as always @@Scerendo! Looking forward to the finalized version. But you should definitely do a Kylo Ren model, if your Finn and Poe Dameron (And now Rey) models are anything to go by.
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The Force Awakens Conversion Mod for SP
Darth Sion replied to GPChannel's topic in WIPs, Teasers & Releases
I do admit, it would be nice to hear Anakin's saber sounds in TFA. I've given @@kalamaray the saber sounds from the movie, for Kylo's saber. But it would be nice to hear Anakin's saber sounds, @@GPChannel. So we have some idea of what we're working with. Although we have faith and trust in you for this project.