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Everything posted by OlgO
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Thats why I said "theoretically")) Anyway I just compiled a little 512x256 roq video (without sound, just didnt wanna bother with it) and put it as an openinglogos - everything played fine. Though it was a little 13-seconds video... Can test it in a menu or in game if you need...
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H-m-m, I think you right. I'll fix it, thank you! Thank you!
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It is said in roq tutorial: So theoretically it shouldn't hate non-square roqs in cinematic and menu video...
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Hi all! I'm going to post here our menus screenshots) I must say that all menus are still in work and may be changed) So here is the status menu.
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Thank you all for replies!
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Hi all! Need an advice about sky on Ord Mantell. So this is an old sky: I like the color it gives but I dont like sky textures. I think they are dark (its a midday on OrdMantell level) and unnaturally yellow. So I tried to use TOR as reference and did that sky: But when I put those textures on level it felt like it was night on OrdMantell not a midday. So I did another try and made those textures: But I dont know, when I removed yellow color from sky textures its now feel somehow different, somehow not right... maybe these sky textures are too bright? What should I do? Stick with old heavy yellow textures, try to work around on TOR-like textures or add something yellow and darken the last ones? How exactly should OrdMantell sky look like?
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Well I guess _remap works only if a model has only one texture, if it has several you should use _remap01, _remap02, _remap03...
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Hi! Here is "3 in 1" model - imperial navy crewman, navy trooper and technician.(beta) Navy crewman. There gonna be also another skin for crewman I'll post it later. Navy trooper. No shaders yet sorry. As long as textures for technician are not ready yet I will post it later.
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Hi! It's been awhile I didn't post anything. So here is our other model - sullustan. Model and textures are beta versions. I'm going to remade head a little bit before final release and I guess textures will also be improved.
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Hi! Here goes the next model that we made for The Dark Pastime - Nikto.
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Hi! Here is another NPC model that we made for our add-on - selkath:
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Good idea, we should try it out) but a little bit later) Thanks!
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Changed quarren model hands a little bit:
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It's beta version. Thanks!) Yes as I said above it's beta version) I hope we'll got time to continue to work on it before the final release.
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Hi all! Today I wanna show you our model of quarren. Enjoy!)
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Thanks) Oh, sorry I forgot to answer your question. Well as I know we are planning to release some models before our Demo release, but I don't actually know which ones. Only NumberWan knows that) Thanks) Yea I think you're right about details) But I'm 3d modeller not 2d artist so this is also going to NumberWan))
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Hi all! Here is a screenshot of the bith model that we made for our add-on:
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So in this thread we are going to show NPC models that we made for The Dark Pastime. Here the first one - Duros.
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Thank you!) Thanks! Yea I know I know, those skins are beta and will be worked on, exept of that grey one, that suppose to be so (like, you know, grey evil imperial face))) Yea its good that "imperial" levels are among the first ones and will be included in demo as well as this model)
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Hi! Keep working on imperial woman (officer). So at first i created this one: Then I tried to change head and add some hair styles and skins: Now I removed an arm pocket key, and added key cylinders instead of painted ones, added that thingy on cap, added 3-column rank signs, old head (with some changes), hairstyles and a chiss skin: It's all a beta version and will be worked on. Made some changes on the dreadnauht bridge: Also can any of JKHub staff help us and create a section for our mod on Mod Forums, please? Tried to send a message using that form on Services/Mod Forums page but it seems didnt work...
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Hi! Thank you all very much for your kind words) Yes of course Kyle is a Jedi Master in our add-on) Well, our add-on wasn't started yesterday, its been years of work. Most of the levels geometry and scripts are almost finished, but there is still work on map optimization, light, effects, details and some other things. Plus there is such a thing like binding levels together via cutscenes, we are working on that too. But I must say that number of levels may be changed. May be there will be more then 30)) Anyway final decision about this will be after NumberWan. Decided to post more screenshots:
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Hi everyone! I and NumberWan are making an add-on for Jedi Knight Jedi Academy called "The Dark Pastime". "The story takes place in 17 ABY, several years after the events with Tavion and her Sith cult. The Jedi Academy became a large organization of peace-keepers, loyal to the New Republic. Former Galactic Empire is weakened, but still has enough forces to fight both the Republic and the Jedi. However they tried to remain silent for some time until the accident in the system of Goura occured... But is it the Empire to blame for the deaths of dozens of soldiers? Or is it someone else trying to make everyone to believe this story? Mon Mothma asked the Jedi for help - one more time - to find out what really happened with the Republic base on Goura and investigate any possible Imperial activity in that sector. So it happens that Kyle Katarn, an agent of the New Republic and now a Jedi Knight decides to chase the Imperial dreadnaught, that was believed to have been responsible for the attack. The Imperial captain manages to leave his ship and flee to Ord Mantell, where then he is killed by a mysterious assassin. It seems somebody is trying to hatch a plot against the Jedi and the Republic itself. And Kyle Katarn is the only one who can find out the true identity of the evil enjoying torturing the Galaxy this time... " In our add-on will be featured: - about 30 new levels (there will be classic planets and new planets) - all known NPCs (like bith, duros, selkath, nikto) and entirely new ones - new md3 models (swoops, ships, different objects) - various missions: reconnaissance, investigation of a murder, "negotiating" with the officials of high rank, taking care of crazy scientist, exploration of the ancient tombs and dungeons and others. You play as Kyle Katarn, still it is up to you to choose what kind of character he will be this time. Old characters will also play their parts just like the new ones. We do our best to release a demo version as soon as possible. Also if you want to help us with add-on or want to join our team feel free to send a PM to NumberWan)
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I tried to make new Kyle model for our mod too, which would look more like Jason Court. For now I made this one (made new head, body is standard): It would be interesting to watch your progress in making new model of Kyle Katarn. Good luck!
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Parts "pipe" and "top" in your model have wrong texture paths Check out texture paths in the materials which you apply to those parts. About that problem with the .skin file, I guess thats because you have two parts in your model with the same name ("pipe") You can attach one "pipe" part to another or just rename one of it.
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You can also try these things: - make sure that all the surfaces that player won't see in game are covered with Caulk texture (textures/system/caulk); - you can try to increase _lightmapscale (select worldspawn enter key _lightmapscale and value higher than 1 (1 is default), but it can reduce shadow quality; - you can try to increase _gridsize (select worldspawn, enter key _gridsize and value, for example 128 128 256, default is 64 64 128); - you can try to turn off programs which runs in background for the time while you're compiling your map to free more memory (for example antivirus, internet browser. Do it only if you know what you are doing); - you can try to compile light stage without -fast and with -lowmem (if I remember it right). Though I tried to do it a few times and it gave me some strange shadows... Well the Caulk texture always helped me in such cases... If you tried it all and it didn't help, then you can try to change your level's design and make it smaller or less detailed.