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Pande

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Posts posted by Pande

  1. I stumbled upon this model while looking for other models.

     

    http://tf3dm.com/3d-model/altair-desmond-from-assassin39s-creed-i-89426.html

     

    tf3dm is well known for harboring ported models, such as this one from DICE/EA game Battlefield 3:

    http://tf3dm.com/3d-model/blackburn-14440.html

     

    However, this Altair model is not ripped from the game. I know this because when I (about 2 years ago or so?) was working on an Altair model for JKA I was looking at a ported model for reference. The texture map was all in one image, and the model was actually very low poly (although the game did tesselate it, as is common in games nowadays, for the cloth physics as well as general model smoothing). 

     

    This model is a very, very well made remake and it has new textures and all that good jazz - best of all the author put it out there for whatever use people would like to put it to. 

     

    I'm not myself interested in rigging and Lod'ing this, but if anyone is looking for a quick and easy project, there ya go. It will also need some edge and loop collapsing to make it a little more game friendly but it has great topology so that will be a 5 minute job to half the poly count.

    Circa likes this
  2. You definitely want -bounce in the light stage if it's an overcast map. If you have indoor areas that are lit by regular lights, put -dump in with bounce on your final compile, and then import the .map files it makes and delete any of the light entities that are indoors in those files. Then remove -bounce. (the -dump'd files are the lights a -bounce stage creates).

     

    This way you can have nice overcast outdoors, and sharp lighting indoors without the ugly colour bleed. This process is annoying though, let me know if you need help as it's not an easy task persay.

  3. Hydroball is so friggin awesome, I loved it especially since I played a lot of Blitzball in Final Fantasy for PS2 when I was a kid. Seriously why did they never make it it's own game?! Well.. now you can I guess. :D

     

     

    I do have one concern though: Since you are starting out completely fresh and going standalone.. why not use a better engine? Surely the physics in Unity or UDK would be a better fit?

     

    That said, the simplicity of JKA and it's ease of modding would be a fair enough platform for this. 

     

    Whatever you do, I am so behind you on this. Contact me when you start needing assets like maps.

  4. Largest map size x 8 over lapping, but it did break the game if you used even a x4 lightmapscale so it was confirmed not possible. 2 or 3 layers was fine though. For anyone interested, I used corresponding _Cs and _Rs values for each layer, allowing the sun light to pass through to the other layers.

     

    With teleportation, this would make for a very large playable area. The idea in JKG is to have certain exit points from the desert, where upon entering you would then be asked in dialogue if you want to continue and warned about dangers and how much water you have on you. When you say yes, a cinematic occurs to cover up the silent teleporting of your player, and you appear in the new zone.

  5. Nope, wasn't around.  That's very strange of BioWare to be that dickish.  Someone on the Bridge Commander forums ported the ships from Mass Effect 3 and got permission from BioWare to release them.

    Not really dickish, they are actually required by law to pursue copyright infringements and if they are seen to be not doing so then they can stand to lose their ownership of the content. 

  6. The person hosting it had to let it go for financial reasons, and it was dying out anyway. We moved to a new site but it died quickly as sites often do after a move.

     

    You can keep an eye on my own tutorial site here if you'd like, I'm going to try to make an effort to put more tutorials up than the 2-3 that are there. But the ones that are there are great tutorials none-the-less.

     

    http://www.map-academy.shipheadstudios.frihost.org

     

    I got the site looking like I wanted it from the ground up, but then slowed down when it came to actual content, lol.

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