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Darth Sion

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Posts posted by Darth Sion

  1. I'm still holding out for @@DT85's Han model. :lol:

    I wouldn't hold you breath, DT's stated that he's trying to stay clear of any models that have to do with skin mesh. And he's trying to only really work with models that use some sort of armor, like Stormtroopers. etc. Which, he still also needs to release his updated Ep. 7 Stormtrooper and updated version of Luke.

  2. @Scerendo

     

    HI dudes!! about this masterpiece of Scerendo, i made a quick job over the Rey's face... cuz this model its amazing, I retouched minimally with expression lines and some details from Daisy Ridley... AND LOOKS FINE ;)   what you think Scerendo? It is worthy?  .... regards

     

    8ipyCt0.jpg

    What the hell are those bull-straps hanging down by her ears?  :huh:  :lol:

    TheWhitePhoenix and yeyo JK like this
  3. See, here's what happened:

     

    I opened up JKA Enhanced, noticed it was running VERY slowly. When I opened up Vanilla SP, it showed the error. But ONLY JK2 and JKA were having this problem. I tested it with my other Steam Games such as TFUII and they ran FINE! Only JK2 and JKA had this problem. O.o Also, the games were running okay yesterday. Which I'm betting...they're corrupt.

    First thing to do here, is to completely uninstall your JK games. That also means deleting your JK folders on your hard drive and removing any files left behind, for a clean re-installation. (Make sure you've backed up your saved files or anything you want to keep) and then restart your system and install the game's again. It might also be worth looking at your video card drivers and making sure that they're upto-date. I ALWAYS check my drivers, at least once a week.

     

    Try and launch your game and come back with the results.

  4. Hey peeps,

     So I was wondering if anyone here has any video editing experience for a small request (or big, I'm not entirely sure what this would entail)? I do have a bit of video editing experience, myself (Albeit, using Windows Movie Maker), but basically what I'm looking for, is to edit one of the videos in the base game, perhaps to mirror it (If this is all possible).. And so that it doesn't look like a carbon copy) and the only thing I wanted to do is to just replace the planet in the video.

    It would be used in the finished product (And you'd also be given credit), hopefully for this mod currently under development (https://jkhub.org/topic/7489-looking-for-a-custom-mission-creator-willing-to-pay-a-small-fee/). I'm not entirely sure of which video (Although, I've been advised that in doing this, you'd probably have to remake the whole video).

    Seeing as how the mod, this video/.roq file is for, is taking place on Coruscant.. As a guideline, these are basically the sort of thing I/we am looking for:

    Coruscant-Overview-Ep3-DI-1.jpg

    coruscant-1.jpg

    PCoruscant.jpg

    Keeping in-tie with what the base game has done, to show Jaden flying his X-Wing from one side of the universe (the screen, in this instance), and approaching and disappearing to land on the planet.

    Like what is shown in the video below (starting at 18:58 to 19:02 or 25:21 to 25:31)

  5. This is beyond the scope of what I'm willing to do. I hate video editing. Pre-rendered video cutscenes are so past century. >.<'

     

    You're gonna need to find someone who's into video editing, or DIY.

    Yeah, that's fair enough. I don't wanna "push" too hard or ask more than what people are willing to do. The whole point of the project was to hopefully encourage someone or a small group of people to work together and by their own enthusiasm (not forcing or trying to make people do something against their will).

     

    I'll ask around on the forum and see if I can find anyone who's willing to delve into that sort of thing. I do have a bit of video editing experience, myself. Using "Windows Movie Maker", mainly.. But I wouldn't really know where to begin on this one. All to do with converting the video into a .roq file and what not.

    Mert-K likes this
  6. @@Darth Sion @@Cerez

     

    okay guys. I'm really fought but I want to say this.

    Following a malaise had today I realize that I am pressing too much on my body. It may seem like an excuse or drivel but in real life I have health trouble not indifferent. Usually massive and stressful jobs as the map editing I keep them in the cold months when my health problems are less pressing. Unfortunately in the summer months my illness reached its peak, so really with the best will not think I can keep this thing quickly. I was hoping to at least place all entity and the NPCs, but at this point I think at this point i will place the point combat, i will up the map decompiled and will pass it to you two private message. I'm sorry I can not do anything at this time of year.

    @@Darth Sion seen much you want this project, I think you can take over the reins of the situation. ultimately abbisogno only esttrarre the Jedi Academy PK3 files from the game, put them in an internal "base" folder gamedata \ base and compile there all the loot, set yourself up gtk radiant 1.5.0, charge up the map and place the NPCs you want the points of the map you want. then pass the file to Cerez and she will take the size of the map and will merge to the original of cullen with ent modding.

    At that point, she takes care of cinematic and scripts and will fix the textures of Padmé's ship and voila you're done. I remain at your disposal for advice and technical support.

    Now I place the Point Combat all over the map in the most strategic locations in which to shirk the shooter and you step everything.

    Good luck and sorry, but just the heat can not do it. >. <Map is heavy, is not how to make two lines of code, or riggar a low poly model, or have special effects or shadering to some model or sword. It requires a lot of energy for me. is all interdipente and interconnected and need to be very lucid on what you are doing. entities need to interface properly to the Icarus script and is not a small job.

    I regret not being able to get us another, but it's the wrong time of year for me to do these things.

     

    PS: sorry for my grammar. i used google translator for this message >.<

    Ok, @@Asgarath83.. No problem. Just return to the project when you can. Your current situation and predicament is understandable, so obviously we can appreciate what's happening. Me personally, I don't have any experience with this type of modding work. My expertise only goes about as far as replacing items in the base game with various .pk3 files and what not. So nowhere near yours or @@Cerez's sort of standard that'd be required to continue this.

     

    So yeah, just return to it when you can, as it's pretty clear we're still gonna need someone with your skills, participating in the development. I mean, I guess even if you sort of broke it down a bit and did little adjustments here and there and what not. But the main thing is, at least we've made some sort of a start on the project, so it's got the ball rolling, so to speak.

  7. @@Cerez I had an idea.. If you're good with cinematics, is there any likelihood of adding in a cut-scene before the mission starts. (So, once you've selected the mission from the menu, basically). I don't know if you're any good or have any experience of .roq file editing, Cerez, but I just thought that we could maybe take a cut-scene already in the game, where Jaden's flying his X-Wing to a planet, maybe mirror it (so it doesn't just look like a carbon copy), and change the planet in the video to look like Coruscant (picture below)

    CoruscantGlobeE1.png

     

    Coruscant-EotE.jpg

    Coruscant.jpg

    Just another word, guys @@Asgarath83 & @@Cerez, the Cantina/Bar areas will need some sort of background ambience (this is probably possible by a sound file already in the game's base assets). It could either be background music (similar sort of thing maybe, to something you'd hear in the Tatooine Cantina's). Or it could possibly just be citizens and civilians talking and mumbling. It wouldn't have to be that loud, at all, either. But it just adds a bit more authenticity and atmosphere to the Cantina's, because obviously, you're not gonna walk into a Cantina and all you can hear (or not hear, should I say lol) is dead silence lol. That would just seem weird and awkward. But if possible aswell, it'd be good to add in either of those two YouTube video links (as .mp3's) as background ambience/noise for the outside areas of the map.

  8. @@Cerez @@Darth Sion

     

    AHAHAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAH...

    19 notification! Thanks to alls, guys! :D  My notify box is exploded LOOOOL .

    okay got with other.

    1 Spawn point: i have already placed an info_player_start near padmé ship cerez into the landpad.

    2 final assassin droid  battle:; off course we keep it. they can also have some bad weapons like concussion rifles or rockets. 

    3: the new battle droid can be a nice saberist, assassin droid cannot use saber for what i remember. but i am not sure if they are with force shield. the shield is hardcoded for class assassin droid of NPCs... AND NEED a bubble shield model into the model itself of the GLM of the droid. also, i know for my expeirience that a saberist character with bubble shield activate and saber actiate NEVER turn off the shield. it is turned off only for melee and shooter. so i suggest to put the new model jedi saberist droid shield into the final fight and shooting asassin droids spared in the maps.

    4 final battle in rancor arena? this is fine.

    I have a suggest for making that:

    when jaden go into the apartment for capture rakto, he use a gas trap or something that stun jaden and he defeat him.

    dissolvence.

    jaden awake into the rancor room (closed and blinded by the rest of level XD is the boss room) and here he fight against saber droids and rakto. he ever dreams to take down a jedi in a close combat and demoster to himself to be more smart of a jedi. XD

    also i suggest that rakto use a BIG ARMORED personal shield (can do with icarus with SET_ARMOR 1000 ) and shooting jaden with some heavy distructive weapon in altfire mod by a protected postation XD

    when the droids are killed and also rakto heal turned to zero, will start the end cinematic of his capture.

    also, in rancor arena, we can put some autofire turret blaster on the roofs XD like on jedi outcast when kyle meet reelo first time.

    so rakto is not just a criminal, but it's really a good crime lord and fierce opponent.

    civilains: some pedetrians into the streets, and static civilian in the cantinas. and we are okay. :)

    5 Padmé ship retexturing. okay i can do that.  yes, get sense that jaden for capture rakto not arrive stupidally with the jedi z95 but hidden in a commercial transport. maybe that carry stolen stuff  or droid part for rakto itself 

    "rakto, there is a deliver for you?" "oh, the droid shipment is arrived" 

    "rakto finds jaden XD "

    :)

    Some very good ideas and I like them, but let's not make it too complicated or complex. Obviously it does want to be somewhat of a challenge. To be honest, I wouldn't just mind the Jedi Hunter Droids on their own, without any personal shield. Maybe capturing Racto in his room could be the final part of the mission that completes the objective/s (done by cinematic obviously) and then Jaden encounters these Jedi Hunter Droids, maybe 2 or 3 of them (trying to apply a bit more of a realistic perspective) at a mid-point or 3/4 through the mission, as they're a trap, set by Racto to either slow Jaden down or try to stop him, completely.

    Ah, that is a problem... :/ This is also one of the major problems with JKA's extensible design. All moves, and special features, animations, and effects tend to be restricted to particular classes and models, and cannot be simply applied to any class or any model. This shield, for example... there's no reason why it should have to be restricted to the assassin droid model, yet that's the way it was implemented in the game.

     

    In that case, I don't think we should get rid of the old assassin droids, but perhaps place the new models along with them somehow? It doesn't have to be only one manufacture of assassin droids, right? The story doesn't explicitly say there was only one design that was manufactured. (Or does it?)

    No, I've looked through the actual "mission briefing" and before the mission starts (Still on the mission menu system) and it says:

     

    "We have received anonymous information that a large number of assassin droids have flooded the black market recently. These droids have been banned for a number of years and no public companies produce them. Lannik Racto, a small-time crimelord on Coruscant, is suspected to be manufacturing these new droids. Capture Racto so that we may determine where his factory is."

     

    (Then Kyle has his dialogue)

     

    "Hey Jaden. You should be able to handle this no problem. Small-time thugs like Racto are usually very intimidated by the sight of a lightsaber!"

    Just keep in mind guys that we can't really create new animations. We'll have to use the existing animations, so don't stray too far from the original story.

     

     

    Racto is a small-time gangster (as far as I remember) in the story, so we shouldn't take it too far. The assassin droids themselves are quite the protection for him if he can use the time to put himself into a safe and inaccessible area. Especially if we implement the new breed, as well.

     

    We need to keep it in line with the rest of the game's difficulty to truly blend it in as a replacement for the Coruscant mission.

    Agreed!  :winkthumb:

    Cerez likes this
  9. i have an idea for a little plot of the mission.

     

    1 landing pad scene with rakto escape.

    2 fight on rancor arena for unlock swoops

    3 coming to lower quartier section with a little swoop race with swoop biker that chase and hunt jaden

    4 smuggler quartier with smuggler fight and cantina conversation. the bartender send jaden to upper city. he lie : rakto is hidden just in the backward of cantina  :P

    5 : jaden go to upper city and fall into a trap with human merc and saboteur teams, sniper etc etc.

    6: after defeated, he ask in the second cantina. the bartender send him to search a rakto worker into the apartment on the roofs.

    7: the rakto worker reveal to the jedi the true rakto hideout and give him the key for enter.

    8: rakto, because understand is near to be captured, spawn his special cards: cultistcommando and assassin droids for all lower smaggler quarter.

    @Cerez @Darth Sion what do you think of the plot?

     

    What can i do know?

    1 ending the waypoint network

    2 place the NPCs entities.

    3 pass the file to Cerez for entity modding.

    4: adding the civilian models and ambience tracks.

    5: after entity are inside the map i can give some hand with the minor scripts.

    Alright, sounds good.. I'll have a read through it, later on tonight and let you know over the weekend. @@Cerez, wanna add any input into this? Any ideas/suggestions?

     

    **Edit**

    Yes, I like that plan. There's some good ideas there and you have a pretty good grasp of the level, too. I can't really see the context of the level, because I'm only using "noclip" to move around and see what areas there are. But with you opening the map, itself.. You can plan it out, more appropriately. The main thing is, as long as it starts off in the same way that it does in the base game (minus the bridge explosion, of course) and finishes with Racto being captured (again, as he does in the base game) so the end result of the level matches the base game, I'm happy.

     

    Are we going to skip/cut out the 4 Assassin Droids from the level plan or did you want to add them in, somewhere? I don't mind if we skip that part. While we're on the subject of it, though. I thought I'd pull a YouTube link to the base mission, itself. So as to give a guideline on certain parts and how it plays out.

     

    It might be worth you both watching this, @@Asgarath83 and @@Cerez.. Particularly at the end with Racto setting those Assassin Droids on you.

    https://www.youtube.com/watch?v=-in2lTnZgt0

     

    I also just had the idea, that IF WE DO decide to add in the Assassin Droids, somewhere. We could maybe ask @@Psyk0Sith, if we could have his permission to use his Jedi Hunter Droid as a replacement for the Assassin Droids. That way, it'd give them a much better, updated look, to match the standard of the map, itself. What do you think, @@Asgarath83 & @@Cerez?

    Cerez likes this
  10. I think it's doubtful that someone would get Sith J Cull's map decompiled and fixed. Even if you did, you still need permission from him to use the map in that fashion. But you need his permission to ent-mod his map too.

    It might just be easier to wait for source. I don't understand what's so urgent about this project?

    It's not the fact that it needs to be done so "urgently" (as you put it) and obviously James has things he needs to do himself, due to his daily life schedule and such. So yes, this certainly isn't something that's gonna be done over-night. But if you can at least make a start on certain things, as @@Cerez said.. It will speed up the process a bit.

  11. Ok i need a lot of time for study level path and structure and see how make the task with your screenshot.

    this is the project:

    ent modding

    - myself: i make waypoint connection, place the entities and make the keyparms of entities for scripting-.

    - @@Cerez if i get trouble with building the map with ent modding, i will pass you the file and can make you?

    the scripting part... mmm, i can make minor script related to combat system. i will leave to Cerez the cinematic. i am not much good with

    these.

     

    now i will start the waypoint grid... is the longest part.

    @@eezstreet entmodding support also func usables and triggers? i need triggers for not spawn all in one once the enemies. this can overload map and cause fps drop.

    @@Darth Sion, find the models of civilian that you wanna put ingame.

    ah, we need also a voice actor man and one woman for jaden dialogue with bartenders.

    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.. :shrug:

    Asgarath83 likes this
  12. 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....

  13. 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)
    4j48pk.jpg
    (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 
    55hvy8.jpg

    Interrogating/Talking to the Bartender (about Racto's whereabouts)
    1j6iar.jpg


    2k3ret.jpg

    2hq4cqt.jpg

    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
    or1nb4.jpg
     
    Capturing Racto
    2evrpjc.jpg
     
    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.
    Cerez likes this
  14. @@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;

    star-wars-coruscant-buildings-1.jpg?h=65

    Coruscant_view_EII_2.jpg
    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.

  15. edit: checked cullen conversation.

    I not like much that you tell my name without my permission on facebook @@Darth Sion for talk with cullen about me... against

    me.i am not frustrated or anger against you or against cullen in respect of what i can appear.

    i Simply Told that i cannot work without the source map file.

    for what i read, Cullen need a large amount of time for separate the assets of this single map by all gigabyte of stuff and works of other JKA modding stuffs.

    i have something like this also in my mod so i understand his difficult and why he take so many time for making that. it's not easy to find every single reference of textures, shaders, gfx, custom effect and any other custom material used for the maps and separe by all gigabyte of staff for personal modding project.

    so i am not surprise if he take so many time for get the source file.

    we have two possibility.

    we can wait cullen prepare the source asset and pass to you , this can require a long time also for his real life problem.

    or you can wait @@Cerez is more free and take the time for manage this project with ent modding.

    or, if you get really really rush about it, you can search some other that know how use ent modding for making this project. i am sorry i can work only with source map. a decompiled map cannot be more helpful in that's way.

    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.

    Cerez likes this
  16. (Be mindful about privacy... >.<')

     

    What's this business about "untrustable"? o.O I think there's been a misunderstanding there (language barrier). @@Asgarath83?

     

    From the looks of it, James would need to dedicate a lot of his time sorting through the old source and preparing it for the share, so it's not likely to happen anytime soon. Map sources can get really complex to organise because of the many assets they rely on. I understand now the problem, and feel his frustration. Pushing it will not help. At the end of the day this is a charity contribution, and if it takes so much time away from his actual life, work, and family, that will be quite tricky to execute. (Not to mention that the source needs to be treated with respect, that it's a delicate matter...)

     

    As for me, I will let you know as soon as I can set some time aside for this project. I'm definitely interested, and I won't forget about it. Just gotta find the time...

    Ok. Yeah, my mistake.

  17. @@Darth Sion I do understand where James is coming from. Sharing the source for a well known work of art is a tough call, and not something to be taken lightly. That's why I applaud those who have the courage to pass on the torch to the greater community, the next generation, and treat their work with great respect, but not everyone is the same, and at the end of the day it is a personal choice from the artist, and to be respected either way.

     

    For future reference, you really don't need more than a single mail message to the artist/creator. If you can see if message has been read, that's all the more reason to keep your correspondence short and to the point. If they've read it, and you don't receive an answer within two weeks' time, it is likely they are not interested, that they have nothing to say, or that you've taken things too far for their taste. (Not sure what the actual correspondence between you two was, but just saying.) We're entitled to free speech, and that means the right to say silent, and not say anything at all, as well. :)

     

    Now, onto the project itself:

     

    I do like the challenge of having to accomplish this solely via entity modding and scriptwork. The great Orson Welles once said that "The absence of limitations is the enemy of art." I'm not sure how far we can push it, exactly, as working this way does have its limits, but if we're determined, I'm sure we'll get somewhere we want to be.

     

    Scripting the NPCs to walk as expected will be the biggest challenge, by far, for me -- and something I've failed to get to work properly in the past. I'm really excited to see the default JKA cinematic animations play out in a new environment, however, to our tweaking and disposal; and about recreating that mission in the real undercity of Coruscant.

     

    That said, my life is in great turmoil at the moment, and I need to focus my efforts on mere (financial) survival, so I don't have any time to devote to this project, in truth, currently -- which is why I've chosen to step away for the time being. I will gladly attend to it at a later time, however, when my real life has been stabilised, and I can afford to take on a hobby project of this scale -- though I can't say when that will be, presently... :/

     

    On the legal side, does James approve of you involving his map in this derivative project? Has he given you written permission to use the map? If not, you may not be able to share the finished work past your close friends, privately and for private use -- which is something you may not want, given the amount of work involved.

     

    I haven't looked at the structure of the map, but it is possible we might be able to replace the ship simply by physically replacing the MD3 inside the PK3 bundle if the ship is not a part of the map itself, but an extra model and asset added in.

    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.

  18. **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.

  19. It was brought up to me and now I cannot unsee that jumping in this game sometimes looks silly. I mean all the somersaults and barrel rolls while in air. Is there a better (simpler) alternative animation for jumping? Would anyone bother to create one? 

     

    Normal, normal, suddenly Sonic?

    wH5vOKR.gif

     

    Not jka, but this pose I like better for some reason. It looks like he is afraid of heights and braces for impact.  :)

    yWPwVGf.gif?1

    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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