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Pande

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Everything posted by Pande

  1. Darth Reborn et al: Make sure you are using Gtk Radiant 1.5 These maps will not load in 1.4 or 1.6 (Zero Radiant, Dark Radiant) And yep PM me for crediting issues if needed. I do, hereby, grant you all permissions to use my content however you wish, I appreciate credit. I do not want to see blatant 'passing it off as yours' of course but even if the majority of your map is constructed in my assets but in a different layout, I don't care. Tbh, the one thing I've learned from mapping (or not learned, hehe) is that layout is 80% of the map and the subsequent skill of the creator. If the map layout sucks, whatever amazing brushwork and texture work you do after it is for nought. Took way too long to figure that one out. So, if you take my crappy layouts and turn it into something amazing, all the more power to you. And, please let me know as I'd like to play it. A note for those totally out of the loop and interested in the map assets: There are a LOT of tatooine map assets that are like building blocks. You can make entire cities out of it. In fact, a Makermod port would be neat and I was planning something like that using JKG GLua /place commands.
  2. This isn't actually new, they've been online for ages, but I've gone through and cleaned up a bit + actually sharing the link properly, and not privately.: https://drive.google.com/folderview?id=0ByE8w9wVLZXbaF8tU1Jfbjl2bEk&usp=sharing Highlights include: Coruscant and Tatooine map assets Various .blend, .max, and some lightwave files which contain either existing sources or WIP projects that could be used as bases for finished work. LOTS of weapons (check out Misc. Unused -> Unfinished Weapons) All the different player model related work done throughout the years. Tons of reference images Various tools Not JKG but included: FFA2 Korriban remake, Dotf remake, and Bespin FFA remake map assets And probably lots of little tidbits I'm forgetting about. There is certainly lots here to be used if desired. Please just blanket reference 'JKG Team' if you are unsure who made the original files, as a lot of that is unknown now for the older files. You can also shoot me a PM if you have any questions. I don't have time anymore to work on the things that are so close to releasing. I have some personal 'I would like to see' requests: T21, EE3, and Jawa gun. These are .blend files in the _GET INGAME folder. The last two are modeled by Psycho. All are textured optomized and unwrapped by myself. The cute little DRK droid. Its also my avatar Coruscant and Tatooine. These are gigantic projects with lots of content but sadly suffered from layout issues that resulted in me rebuilding the maps tons of times. There's tons of assets here that I suggest are ripped apart for the creation of smaller, more thoughout map designs. Or you can finish them as is. I don't really care to see them out in my own 'ideal', I just would like to see the models, textures, and complex brush/patch work reused if possible in other peoples projects. That would make me happy. DOTF. That thing is like 95% complete. It is my most beautiful and efficient map. Do what you like with it, maybe someone can get it finished for MB2 (its intended home). Final note: This thread is to discuss the content and ask questions, if any. Not to discuss the legacy, history, or contentions of JKG. There is another thread for that.
  3. Same Zealot as Peace.Zealot back in the day?
  4. I echo Futuza in that I'm not *too* bitter about the whole experience. I learned a great deal, I have huge respect for game design and image and 3d art in general, and the whole ordeal with management of resources and the importance of deadlines has seeped into my musical life in a really positive way. Still, I've got 4-5 maps that will never see celebration because it's a) too late in the game's history and b) I won't finish them, because I see it as a waste of time. I've put a lot of time in and not got that much out so for that I am bitter, but I also enjoyed the process and the people I hung out with.
  5. ^ Don't bother, that kind of tinkering is not the sorta stuff that 'finishes' anything to the scale necessary for this. The problem is the work was put in on ambitious goals when the team was large, and when the team was small it was finally seen that smaller checkpoint needed to be reached first and now there's no one to do it. As far as I'm concerned, I am going to put up all my assets at some point for people to dig thru. I have a lot done towards Tatooine and Coruscant map assets that people may like to use in their own maps. I also have that Dotf map that needs finishing some day.. I'd rather someone with the passion takes it over. ( http://imgur.com/a/aq0pg ) Yes, I'd call it dead. And good riddance. I wasted way too much time trying to bring it to life. I half-succeeded, I think, in redirecting the mod towards an achieveable gameplay objective. With eez and xycaleth's help a lot was done towards that. I think someone should, for e.g., take Eezstreet's saber system from JKG and do something amazing with it because it is frankly amazing, if a bit buggy atm from the OJK merge. Bottom line is, if you're young and getting into this stuff, SET GOALS AND DEADLINES. Let JKG be an example of absolutely retarded goal-setting and team management.
  6. The viewmodel doesn't have to have tris on the right side of the gun if they can't be seen.
  7. Ok first to dispell a few things, normalization is just increasing gain until peaks are at 0.0dbfs which is not the same as limiting/compression which would actually effect the dynamics. @@Circa The music was probably put at the volume it is to balance with other game sounds without the need to globally turn the music down in the code, at it's default settings. Obviously the player then has further control over this but it was likely designed towards defaults. Secondly the music is mastered this way for a reason, the voice range and the range of many of the sound effects in the game lie in the region of 100hz-6khz such as voice, blasters, explosions etc. Having such low-end material naturally fights with the music and so unlike modern games which may use side-chain compression on the low end of the music to duck it a bit when there are voices and effects present they opt instead to just keep the low end free from extraneous low end that would conflict. Huge low-end is also not a typical trait of orchestral music and personally I found it quite jarring to hear it hyped so much. It's not supposed to be so 'present' by design.
  8. That's because they are from tf3dm.com that site is not to be trusted whatsoever. 90% of the models there are ported from games such as Battlefield, Call of Duty, TFU, etc
  9. It's not times or even rate of fire, it's ammo... Please someone who can actually code please code in ammo
  10. And the bots can be a little derp. Or more than a little. Still they are way more fun to shoot at than base.
  11. Fear is my ally *with bad background music still present* Fear is my ally Fear is my ally Fea- Fea- Fear is m- Fear is my ally Said every MB2 maul user ever.
  12. Quite honestly at this point we ought to put together a replacement pack of that sort since they are sitting doing nothing at the current time. Some things may be broken though since for e.g. the e11s afaik all have the ammo indicators on them which would do nothing in base, but this could also be removed by shader or even from the model. Anyway, I sure as hell am not doing it and please if it's a gun model ask Blastech first. He's not around much though.
  13. Those are french horns And yup, vst is awesome. So many great free ones, too. If you want to get into this trawl kvraudio.com
  14. Thanks for linking my map. There are no special rooms (in fact there are less rooms than original map) but it is a definite upgrade over the original.
  15. Front end of ship is so cool looking, back end looks terrible! LOOKS ARE ALL THAT MATTERS IN HYPOTHETICAL DESIGNS!!!
  16. Pande

    Twi'lek male

    Rough translation: Clothing seems to be missing grandness and age/wear. In movies they are seen in traditional clothing such as robes or coats with wide collars, and a bunch of patterns. Though, to do that would not be easy. Personally, I don't do anything in 3d modeling and may just misunderstand.
  17. Any model or a player model specifically?
  18. Yes, a comeback! Good to hear from you again Spineless. Inspiring me to finish a map...
  19. 404 not found. This is sand: http://cgtextures.com/texview.php?id=32637&PHPSESSID=ungc1mp79lod12bj9lpf81tq00 This is footsteps dotproduct blend: http://cgtextures.com/texview.php?id=32449&PHPSESSID=ungc1mp79lod12bj9lpf81tq00
  20. they have to be misc_model_statics, like the yavin trees, i have no idea why something to look into for rend2 i guess, hope this helps
  21. .. the son and the holy ghost, etc...
  22. I don't think the wall texture works so great there. Also the one you replaced with canvas makes no sense. Anyway permission granted, sand is from cgtextures anyway.
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