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MusicForThePiano

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  1. Hey dude, I have never messed around with the MP coding or mods for it. Which type of modification do you want to implement in MP? The textures and music for my mod from SP carry over to MP, same with most effects mods.
  2. Wow man this is awesome, please don't abandon this project!
  3. I think I remember seeing this on pcgamemods as far back as 2004 lol
  4. Did anyone ever get this working? I'd like to use the faceplate saboteur in one of my mods!
  5. Love the SOTE guard, anyone remember the other imperial npc which was a green-colored version of the shovel head / at-st driver? is he more like this? or this? could never figure that out
  6. Thanks dude, I may post the music as a separate pk3 here for people to try out
  7. If you want we can discuss it on discord Basil. The script doesn't need heavy re-writes, it's mostly just changing names. Also Some of the dialogue is a bit cheesy, we can change that to something more serious.
  8. Thanks Basil! Yes I still want to use your help. I could give you the files but it would be a huge upload, but everything you could overwrite would just be in the vanilla anyways. You could download EY4 yourself here: https://www.moddb.com/mods/escape-yavin-iv/downloads/escape-yavin-iv-the-lost-maps Most of the files you want to replace for voices are in EY4-->sound-->chars (characters) and cin (cinematic cutscenes) As for the sabers, I'm not sure, the mod takes place in an alternate timeline future (30+ years post dark side ending) so instead of the Yuuhzan Vong War, the Mysterious Sith Overlord, drawn by Jaden's dark side rampage after the end of JA, is drawn to the galaxy, and he is the one who shocked the galaxy with mass genocide and resource depletion. As a side effect of the conquest though, the Sith armada blended with their conequests and some of the cultural differences are made apparent in the sabers they wield, and the armor they wear. I may not keep every single one, but the light discs and the saber axe are two that I think add more layers to fighting enemies you haven't encountered before.
  9. It was originally a vehicle, made by Hatrus eons ago for either the Desert Warfare map (which is now gone!) Similar to the choppers from the infamous Raid3_FFA. I turned it into an enemy npc that flies around and shoots you, moves just like a helicopter too. No death animation, just explodes in a little fireball when it dies, but still fun to play.
  10. I still dream about this map being released someday
  11. I like that plot Asgarath, let's use it. Too bad we couldn't make some of the other levels more expansive like this. I have a draft to expand several levels of the original campaign but again this would require a mapper. There are seven SP levels where this would be possible and a much better alternative just by combining existing maps: Yavin_1b + Yavin 4 Riverside https://jkhub.org/files/file/3012-yavin-4-riverside/ (would make a good bit of exploration through the jungle before finding the temple) - note I actually think that the whole Yavin sequence needs to be re-done from scratch, I have many reasons for this... 1 you can't see the skybox in any Yavin map because there is a 3D mesh of mountains permeating the background, I tried switching my sexy skybox from EY4 with the base JA one and could barely see a difference because of this 2 the Yavin levels are too short, and there should be more exploration like in JO. 3. It would be cool if instead of just cutscenes after every set of missions you can return to Yavin after any mission as a central hub to practice your skills with remotes, saber droids, and force power obstacle courses. The only map that is like this is Massassi Temple Yavin 2 + Y4_temple1 1.0: https://jkhub.org/files/file/2072-y4-temple1/ New Yavin Hub level to return to after every mission (optional): https://jkhub.org/files/file/2107-massassi-temple/ t1_sour + Tatooine Spaceport FFA: https://jkhub.org/files/file/1723-tatooine-spaceport-ffa-remake/ (the SP level always felt too small, and this would expand it to the city a little bit) t1_surprise + crash_on_tatooine: https://jkhub.org/files/file/471-crash-on-tatooine/ (the swoop aspect of the vanilla JA game was sooo underused, they should have introduced it in an earlier level, before giving a full on swoop level, this map ties in to the sandcrawler mission well) t2_trip + ffa_bonus2 (from the JA bonus maps, this is the city where Jaden explores before embarking on a swoop through the canyons.) t3_bounty + ffa_bonus4 (also from the JA bonus maps, this is an expanded Ord Mantell canyon that is very aesthetic and open, would make for a very good boss fight arena with Slave 1, like SOTE but more intense) t3_byss + siege_destroyer (add a part of the level where you fly out of the dreadnought in the raven's claw or tie-fighter/interceptor and disable a star destroyer sent to respond to the dreadnought's distress call).
  12. Hey Asgarath, I will upload a list of all the changes here, and PM you an extensive list later. Everything I've done is without coding, minus the NPC files, that code is easy enough to manipulate, even without NPCtool. If the JCulley3D Coruscant level is the one we're all thinking about, then it's this one correct? It has a day and a night version: https://www.moddb.com/members/sith-j-cull/addons/sith-j-cull the only problem is that it doesn't have an existing single linear path like most SP levels do, it has many. Some pathways are going to have to be re-routed to serve a more linear type level. Or, an idea I had was that you once you got to Lannik Racto, you have to escort him back to the landing pad for pickup by Coruscant authorities. Kind of like how Kyle escorts the imperial commander at gunpoint in the Artus Detention in JO. I had made a Coruscant police cruiser skin from the anakin's speeder back in 2008 lol, Inspired by a cross between Blade Runner and The Fifth Element, here's a screenie: it flies around and was fully functional, just looked odd up close with no driver in it. Here was some RPG fanfic I made where Boba is fighting a Helicopter and the Capital Police were backing him up. I may make a thread of all the extraneous things I've made over the years, there's so many!
  13. They are supposed to be smaller than the AT-ST, albeit by not much, so it is actually smaller than the canon measurements. The AT-ST in JA is smaller than it's supposed to be, if you measure it out about 1.5 npc's can fit in the head, supposed to be 2 and some change. from wookieepedia: AT-ST: Width4.5 meters[4] Height/depth9.04 meters[4AT-PT Length4 meters[1] Height/depth3 meters[
  14. the new npcs mostly consist of enemies, but a few allies here are the listed ones in the current save files and what levels they appear in: (note these do not include all the new models that have replaced the vanilla npc files) New Enemies: Kubaz (t1_sour, t2_rogue, t3_bounty) the spy from ANH Givin (t1_sour, t2_rogue, t3_bounty) skull-faced alien from ANH cantina Majordomo (t2_rancor) Salacious Crumb (t2_rancor) - little annoying nuisance runs around the level after get into the lower cells, attack is melee and jumps a lot, very fast scurrier Zabrak Gang (various colored zabrak thugs guarding one of the caches in t3_bounty) Mandalorian Renegades (various Mandalorian thugs guarding one of the caches in t3_bounty) AT-PT (t1_danger, t2_wedge, t2_dpred, vjun1, vjun3, t3_stamp) AT-AT (hoth2, t2_dpred, taspir2) Tie-interceptor (t1_danger, t2_dpred, t2_wedge, t3_stamp, t3_hevil, taspir2, taspir3) - tie-fighter engages you from the air-to-ground - very dangerous to survive in open areas when its attacking Assault-Gunboat (t1_rail, t2_rogue, t3_rift) - mercenary starfighter/gunship that engages you from the air - much slower than the tie-interceptor Tie-Tank (t2_dpred, vjun1, taspir2) - ground based tank treads with a tie cockpit center, shoots rockets and is slow moving, but will crush you instantly if it reaches you Imperial Red Guard (similar to the SOTE guards of Black Sun, they serve the Remnant now as elite enforcers) (t2_rogue, vjun1, vjun2, vjun3) Mark1 - mini walker returns from JO (vjun1, vjun3, taspir2, taspir3) Heattrooper )taspir2,taspir3) - stormtrooper with electric charge pack and red armor paint design, wields a demp 2 gun Lavatrooper (taspir2, taspir3) - elite trooper with black and red snowtrooper armor, resistant to lava Taspir Security (orange-suited oxygen suit armor aliens with bowcasters) (taspir2, taspir3) Sandtrooper (t1_surprise, kor2) Sentinel Class Shuttle (t2_trip, taspir2, kor2) - floating and almost always stationary, will launch rockets and missile at you, can be destroyed with direct hits from lightning, saber throw, or rockets/ concussion Allies: Rebel Infiltrator (t1_fatal, vjun1, vjun2 (gets killed in garbage compactor), taspir2, kor1) Rebel Commando (t1_fatal, vjun1, kor1, kor2) Specforce Marine (t1_rail, t3_stamp) Rebel Assault Trooper (hoth2, t3_rift, kor1, kor2) Dresselian (t1_surprise, t3_bounty) - friendly alien that attacks other enemy aliens if they shoot at you Tanaab Security drone (t3_stamp) - first sent by the TSF to deal with the escaped mutant rancor, little tanks with droid brains Tanaab Security Tank (t3_stamp) - similar to the rebel tank from BF1, tries to stop Mutie's rampage but it's not enough... Civilians: Duros (t1_sour, t1_rail, t2_rancor, t2_rogue, t3_stamp, t3_bounty) Selonian (t1_rail, t3_bounty) Ithorian (t1_surprise, t1_rail, t2_rancor, t2_rogue, t3_stamp, t3_bounty) Quarren (t1_surprise, t1_rail, t2_rancor, t2_rogue,t3_stamp, t3_bounty) Bith (t1_surprise, t2_rancor, t2_rogue, t3_bounty) Twi'lek Female (t1_rail, t2_rancor, t2_rogue, t3_bounty) Mon Calamari (t2_rogue, t3_stamp) Sullustan (t1_surprise, t2_rogue, t3_stamp, t3_bounty) Chadra-Fan (t1_surprise, t2_rancor, t2_rogue, t3_bounty) Talz (t2_rancor, t2_rogue) Max Rebo (t2_rancor) Sy Snootles (t2_rancor) Ephant Mon (t2_rancor, t3_bounty) Rodian (t1_surprise, t2_rancor, t2_rogue, t3_stamp, t3_bounty) - orange rodian, neutral Human Male Civilian 1 (white-blonde) - (t1_surprise, t1_rail, t2_rogue, t3_stamp) Human Male Civilian 2 (white-brown hair) - (t1_rail, t2_rogue, t3_stamp) Human Male Civilian 3 (brown) - (tt1_rail, t2_rogue, t3_stamp, t3_bounty) Human Male Civilian 4 (black) - (t1_surprise, t1_rail, t2_rogue, t3_stamp) Human Male Civilian 5 (old) - (t1_surprise, t1_rail, t2_rogue, t3_stamp) Human Male Civilian 6 (starpilot) - (t1_surprise, t2_rogue, t3_stamp, t3_bounty) Rebel A-wing Pilot (no gun) - (t3_stamp) Human Female Civilian 1 (brunette) - (t1_surprise, t1_rail, t2_rogue, t3_stamp) Human Female Civilian 2 (blonde) - (t2_rogue, t3_stamp) Human Female Civilian 3 (redhead) - (t2_rogue, t3_stamp, t3_bounty) Human Female Civilian 4 (brown) - (t2_rogue, t3_stamp) Human Female Civilian 5 (black) - (t1_surprise, t2_rogue, t3_stamp) Imperial alien engineers (t1_fatal, t2_wedge, vjun2, vjun3, t3_hevil, taspir2, taspir3) - oxygen-compressed suited aliens working on remnant facilities Vehicles/Creatures: Mailoc (yavin1b, yavin2) - flying insect with a stinger that comes down from the trees, has the same effect as the interrogator droid if stung Ronto (t1_sour) - its in two of the courtyards at the hangar, flees when in danger, can be ridden Bantha (t1_surprise) - several near the start of the level, a few more near the sandcrawler, can be ridden, will flee from danger, some tuskens are riding them Dewback (t1_sour, t1_surprise) - in the mos eisley level, there is one sitting in the back of one of the hangar courtyards, will flee from danger and can be ridden, in the tusken level there is one being ridden by a sandtrooper Greater Krayt Dragon (t1_surprise) - near the exit of the cave system right before you get to the sandcrawler, huge beast that you can kill but is easy to die from X-34 Landspeeder (t1_surprise) - near the bottom by the wall at the back of the canyon, can be driven Acklay (t2_rancor) - in one of the open areas, will chase prisoners and you Streeds (t2_trip herd creatures) - herds of these roam the plains of Zonju V, any one that can be caught can be ridden, but none will make it past the chasm jump Imperial Speeder Bike (t2_dpred, taspir2) - just a faster speeder bike Gundark-mutants (vjun1) - alpha model, still working on getting the real thing! - jumping shrieking monstrosities that will claw you to death with their spiky appendages Dianoga (vjun2, t3_bounty, t3_hevil) (still trying to get it to survive underwater, stupid thing drowns when not in shallow water) - bubbly tentacled fiend that will slash you with its feelers if it gets too close Chandrilan cave beasts (t3_rift) - little subterranean imp-like creatures that jump and swarm you, fun to push off into oblivion Junk Crazies (t3_bounty) similar to the bando gora from Bounty Hunter, they bum rush you and can melee you to death if you're not careful) Bull Rancor (kor2) - only one at the end of the game fighting several Jedi, thought it would be cool for the main game to actually have a Jedi gang vs Rancor battle Terentatek (kor1, kor2) - quick and silent, they actually snuck up on me a few times, and I spawned them! They can eat you just like the Acklay and Rancors, best strategy to beating it is attacking it from behind or afar New Boss Fights: Flying Howler (yavin1b) - right near the top of the waterfall it attacks you and rosh, you have to be quick because it will rip rosh to shreds and mission failed lol Bipedal Howler (yavin2) - near the end right before you use force speed, melee's like crazy 4-LOM (t1_sour) - fights you in the control tower of the docking bay alongside a cultist Tusken Elite Warrior (t1_surprise) Dengar (t1_fatal) Aurra Sing on Speeder Bike (t1_danger) - new fight where you engage her on a speeder bike and with lightsabers whilst running from the sand worms IG-88 (t1_rail) - this droid was the one that the Cult of Ragnos hired to blow up the tram, you fight him in the last car, he lobs grenades and shoots whilst moving constantly - killed me so many times lol Ragnos Disciple (hoth2) - hooded young cultist trying to gain Alora's favor fights you near the downed walker at the end of the level Alora (hoth3) - same as the vanilla game, just with slightly improved stats, and now there are wampas, an AT-ST, a few probe droids, and some snowtroopers around the hangar, making it very easy to die Slobba the Hutt (t2_rancor) - oversees the prisoner executions in one of the four release rooms, surrounded by gamorrean guards and his majordomo, very satisfying to kill Snoova Jr. (t2_rogue) - the son of the bounty hunter that Chewie impersonated during SOTE, attacks you with Racto's assassin droids and is very proficient with lobbing thermal detonators. Elite Shadow Combatant (t2_wedge) - waits for you in the control room in the center of the floating platform, has a cloaker and a double vibro-blade, not force sensitive but very acrobatic Mercenary Zabrak on a Streed (t2_trip) - waits for you after you make the chasm jump, will rush you on his streed and try to run you down Rax Joris (t2_dpred) - I may replace him with another imperial general, but so far he is just buffed up a bit and now has armor Nautolan Sith Apprentice (vjun1) - is waiting by the entrance to Bast Castle, fights with dual lightsabers and is very fast Sagar (vjun2) - a saber-wielding cultist who is near the top of the huge energy shaft, fights with a staff, is surgically altered to have intense hatred and attacks more aggressively Rosh, Vil & Dasariah Kothos (vjun3) - similar fight but with different models for the twins, they are much faster and have more health now, and Rosh's attacks are stronger Boba Fett (t3_bounty) - just an updated model, and possibly vocal effects! Imperial General (t3_byss) - on the command deck and bridge of the dreadnought, similar to the Rax Joris fight Barabel Jedi Assassin (t3_hevil) - Armor-clad Reptilian sword-wielder, was hired to destroy the Yalaran cloaking device by the Remnant, hyper-aggressive and will kill you or anything else in his way if you let your guard down Cyborg Sith Apprentice (t3_rift) - One of Desann's pupils, leading a team of Reborn to siphon the Force Energy from the Jedi Tomb on Chandrila. Has a lot of force power. Stalker Trooper (t3_stamp) - Oversees the conveyor belt control room on Tanaab after the Rancor was released, is locking it down to prevent the citizens from escaping or the security forces from destroying it, fights with a staff vibroblade Kel Dor Apprentice (taspir2) - Alora's apprentice tries to stop you from entering the factory on the last bridge of the level, has two short sabers that are held similar to Starkiller's from TFU, high stats Alora_Dual (taspir3) - same as vanilla game, just beefed her up and added enemy npc support in the hangar, a tougher version of the hoth fight Noghri Reborn (kor1) - Guarding the exit to the Valley of the Dark Lords, this huge warrior is the toughest enemy in the game other than the final boss, any allies that are with you when you face him will not be alive if he is defeated. Tavion/Possessed Tavion (kor2) - same as before just tougher, halfway through some sith apprentices drop down and try to distract you Tavion/Kyle (kor2 darkside) - this time after Tavion dies, Kyle has two jedi backups (the mon cal and the Ithorian) - very hard and intense final fight There is around 87 new npcs in total including vehicles
  15. Right, first order of business is fixed then. This is a complete overhaul of the single player campaign. The updated quality of life features like textures, animations, music, sound effects are universal, but what really makes it more interesting is that it will greatly challenge the player. If someone can successfully edit the npc triggers in each SP map, this is my breakdown of each one, you can use the screenshots from up above to understand more. The game can't handle more than an additional 60 npc files on top of the existing ones in base, and vehicles even more so limited, sometimes the veh_dlls file works to override this, sometimes it doesn't, why it does or doesn't I cannot explain. the dotted lines ------- means that the SP game doesn't actually use this npc in any level: These are the current replacement lineups. these are not permanent, but this is the first solution to eliminating the clone effect. When I think of a great SW game that had such biodiversity, the first one that comes to mind is Bounty Hunter, especially on the Coruscant and Tatooine levels. Any suggestions for types of enemies to fight?
  16. Daedra, would I be able to use TFU Boba Fett / Purge Trooper / Stormtrooper and the Dengar soundsets for my JK3 SP Upgrade?
  17. Well I'm also hoping to spark a fire in you guys and the greater community to maybe get people together for another great project. I may not be the best coder or mapper, but I can take care of every other small detail while the mappers and scripters work on their part so that nothing else is done. I have recording equipment and two others also expressed interest in doing voice overs. I don't want this to just be my idea, but I want to make it a reality. What else would any of you suggest to fix this? Existing suggestions: New Coruscant SP level ✓ - what am I doing to fix this? Nothing yet because I don't know how to script SJC's coruscant map to an SP level. Too much blood ✓ - what am I doing to fix this? [i want to just add red cauterization for saber damage, but there are also enemies who attack wtih vibroblades and swords, when these hit flesh, there should be blood. Not to mention being attacked and bitten or clawed by various hostile wildlife. Also, if there was a way to edit the effects so that laser-based weapons also cause the red smoke cauterization damage but shell and rocket based weapons plus explosives cause regular blood, that is also something I experimented with but didn't get very far, with guns I got some decent results but separating the sabers effects from the blades effects is tricky.] Call it something other than JK3 Remastered? - -rebuttal: Just about every asset is changed, the main menu is different, the music is different, the stances, animations, sound effects, you're only seeing some of the physical changes and population additions because the rest must be heard or felt, like you know, through the force lol. So in a sense, it is a remaster, because the textures are remastered, so is the music, and the models, etc. Very few base game models remain in the game, everything has been given an overhaul. If anyone has a better name I don't mind using it. I have a plethora of files and even many more thanks to old archives so lets talk about this and I will start implementing what changes I can. My main goal is to publish both these mods as a two-part story, JK3, then EY4 as its sequel. Really once the mapping part gets done, which is just re-ordering textures in the EY4 mod along with adding npc's and editing map_objects, and substituting the coruscant level in jk3 along with new npc placement/triggerpoints in every level, I can do the rest by myself and will work around the clock diligently to do so. I'm in a unique position where I have the time to work on this, I just need help with the mapping parts, and nothing needs to be made from scratch, which is the beauty of it. We have all the tools right in front of us, its just a matter of convincing a mapper to help pro-bono lol. Perhaps this is the next step to synthesizing JKEnhanced in another form.
  18. Yes but an entire single player mission has to be converted onto the coruscant map (sigh) I have no idea where to even start with that, and then to fit it into the SP storyline. I'm all for that if it can be done.
  19. now on to korriban, you encounter a terrifying surprise in the catacombs good news is he likes to eat sith too there is now an extended battle in the tombs sequence where sith force specters along with reanimated skeletons of long dead sith warriors fight against you and a large group of jedi bum rushing two unprepared sith acolyes in one sarcophagal chamber the final level kor2, is now an open battlefield K'kruhk returns and helps the NJO in this fight Tavion unleashed a bull rancor on to the attackers but a jedi master swiftly took care of it (with or without your help determines who wins) the stormtroopers are now special elite sandtroopers, and there are quite a few of them, but using your allies helps a lot you enter the tomb of Marka Ragnos with some heavy backup one last Terentatek chases you over the suspended walkway to the chamber, not hard to get it to fall into the lava, but not an easy part either the last part that's modified is Ragnos' tomb, now is littered with bodies of republic soldiers, stormtroopers, reborn, cultists, and Jedi, to let you know that shit hit the fan and now you're the only one left to stop Tavion that's all I took when I did a first run through 2 years ago, but there are so many changes it would be impossible to show them all, there is a list of compiled changes per level that I made, but literally every level is different in a new way.
  20. next part: walking quietly on ord mantell, until reaching one of the triggers where boba spawns to attack you, now fully populated here some of the aliens and droids are just walking, some reacting to me pulling out a gun lol some junk creature type npcs try to get the drop on me while I was taking out a rodian this poor ithorian dude thought I was about to do him in haha some thugs ambush you when you go to the caches, different thugs at each one one of the few shots I have of the new skybox, need to work a little on it, but if you stand on the second level you can see the piles of junk and scrap that make up its background. surprised by another tie tank in the taspir 1 level some more at-pt's walking around the lava complex fighting a dark jedi in the taspir 3 level, while the lava factory workers run away in fear fighting alora with a new background, some tie's floating nearby and a few droids about the hangar. if you get too close they start shooting at you, making the duel more complex then some lava troopers (heat resistant stormtroopers) try to bum rush you, adding to the difficulty everybody has new outfits this time!
  21. Continuing off of my EY4 revamp mod, this is the same project except done on the SP of Jedi Academy. All 26 levels have been updated, all the music is no longer looped, every level has its own unique music, npcs, boss fight, all the textures have been updated, all the weapons are updated, sound effects, animations, everything compiled based off of a lot of modifications already in existence, but now all tied together into a reimagining of JA's single player campaign. This is all intended to be free for the public upon release, I am not getting any money for this! Here are the first series of screens, I took two years ago. I've had so much fun playing this. updated cantina from rancor level, now with a band and the ROTJ max rebo band music: updated t2_rogue coruscant level, with civilians and droids, new skybox too, more coruscant look to it fighting a tank droid after escaping on dosunn from rax' prison fighting gundark mutant prototypes on vjun outside there's also a strike team with you and kyle on the first level of vjun (most of them never make it through half the level but its good company either way) 10/10 groin shot by my boy over here lol and kyle choking some fool in the back fighting an at-pt in vader's castle hangar bigger vader grand hall fight, with new red imperial guards reminiscent of the SOTE guards decided to add a jedi strike team after a certain trigger point in the t3_rift mission, they help you in key duels and there is a much heavier reborn presence this time around, one of the few things I thought missing from JA was more Jedi vs Reborn levels t3_stamp the tanaab spaceport security try in vain to stop the mutant rancor alliance tank is the next thing the tanaab security force sends out, also no luck sometimes it runs away lol, but usually tries to take out the rancor until it gets right on top of it then smashes it until it dies (death animation is an explosion and it just stops moving) one of the new enemies is tie-interceptors, here they are in the t3_hevil level, similar to how the tie bombers are floating in the vjun1 level, except you can take these out with the force, your saber, or rockets couldn't get a good shot of the noghri, but i've changed them to look more like their canon appearance (brownish not so cartoony) also added imp technicians around the bombs at the top of the tower new skybox for the t3_byss level, it's supposed to resemble a bunch of floating rocks from the destroyed planet, not just open space
  22. I am working on the same type of overhaul mod for the base JA single player, but that is even harder than EY4 because of the compiling / decompiling losing entities/assets ordeal. If I could do that both of my mods would have been released already to the public. I'm an artist, much more so than a creator. I'm a king with sandbox editors but these files are a bit above my brain grade. I've already done the music for both mods, just need someone to help with scripting, and mapping. I'm sure I started another thread here somewhere about the JA single player overhaul. To summarize, my aim is to create an entirely immersive pre-disney Star Wars experience for both fans and non fans alike, building on the existing greatness of the melee combat of JA, but adding several layers to it. Including a boss fight with a special npc in every level, minimal clone effect, new vehicles, monsters, sabers, skins, textures, effects, soundtrack, skyboxes, and more populated levels. Everything is all mapped out, just need someone to walk through the de-compiling editing and compiling process with me to make it a reality. In particular, I've successfully run through the JA SP with my additions from spawning after starting the level and its much more interesting. The following examples currently exist as save files in one of my base folders, when I put the JK3remastered files in and open up the game I can load these SP levels and enjoy a bit of a difference: in t1_surprise, the sandcrawler level, there are more jawas, there are also banthas to ride, moisture farmers and their droids walking around on the upper level, even a krayt dragon to fight in the tusken caves, a landspeeder to cruise around in, and a contingent of sandtroopers with one on a dewback. There is now a boss of the level, a special Tusken model fighting you with a lightsaber. In t2_dpred, the rancor level, you actually can encounter, fight, or kill the hutt crime lord and his majordomo twi'lek, similar to jabba and bib, even feed them to the rancor if you want. There are a lot more patrons in the cantina, some will fight you, some will run away, some will ignore you, also I've added an Acklay to the Rancor arena so you are now running away from multiple beasts. I've also changed many of the guards in that level only to be gamorreans, very ROTJ-jesque feel to it. In the t2_rogue level, the coruscant city, there are a lot of civilians walking around the platforms, floating droids whizzing by, a new skybox, and special guards for lannik racto, along with a wookiee bounty hunter as the boss fight in addition to the assassin droids. One of my favorite modifications is the t2_trip level, where there are now herds of wild animals crossing the plains, specifically near the two water locations, but also randomly, they are all ride-able vehicles too. There are now civilians and droids in all 4 city type areas, the beginning spaceport exit, the mid-cutscene area where the snitch is shot, the arena area (now with shuttle and stormtrooper contingent), and at the end you see them in the cutscene as you leave the level. In vjun1, I've added gundark-like enemies I made myself from a model (still waiting for a better one) that don't get hurt in the acid rain, along with several imperial tanks on the ground, and much more different types of stormtroopers cultists and reborn. Very difficult level but fun to massacre your way through with kyle. another massive change, the t3_bounty Boba Fett level on Ord Mantell is now chock full of npcs, lots of mercenaries at each cache, who will fight both you and Boba Fett, lots of civilian aliens and droids walking around in the city too, I changed the skybox to more resemble the SOTE version of Ord Mantell (junkyard type), and its a very fast-paced level now with lots of fights and such. The t3_stamp, or Mutant Rancor level at the Tanaab Spaceport now has speeders and vehicles, along with the Tanaab security forces sent their guards and small armed tanks to stop the Rancor (hint they don't stop jack) lots of travelers and spaceport workers npcs just chilling about, but then it becomes like a Godzilla movie as soon as the giant rancor breaks into a new area of the spaceport as all hell breaks loose and everyone runs around frantically lol I can give a detailed description of every level change in another post, the last one I'll mention here is the Korriban levels, there are now 3-4 times as many jedi and reborn fighting each other, with republic troops and stormtrooper variants in the fray, along with a couple of Terentateks in the tombs eating anyone who gets in their way. A full on battle. I've tested this one over a hundred times to find out the healthy limit of npc's the game can handle and have it at a point where its not overwhelming but a significant difference from the vanilla. I just need to learn how to map and I can make both these mods a reality!
  23. 3: Hypori (if possible I would like to rename it in the completed mod, but I tried to make it match the appearance from the clone wars episode plus give it an exotic feel like a place we've never been before, I probably had about ten different textures on this planet before I ended up sticking with this one.) In the base mod it was basically an Utapau surface texture with the Dosuun (Rax Joris level) skybox, it had some dangling flora off the city to give it a vibe of having some sense of organic presence, I eventually decided to get rid of any trace of any natural flora by making the planet very stone-like, in stark contrast to the green lush wet Yavin you spend most of the mod in. The planet is rock and mineral heavy, but also has lakes, which can be seen from space. It's defining feature is a series of rings orbiting it, which can be seen from the surface as well. There is a greenish hue in the atmosphere and the rocks get darker as you get higher in the mountains and fade lighter the more you are to the surface, something to do with the way the atmosphere processes the local sun's burning affect on the lower more open areas than the cluttered, high razor sharp mountainous regions. Have a look: the huge alliance hangar where a big battle takes place, there is a second set of maps where all the city is in ruins: inside the first courtyard of the city: notice here the stalactites replaced the original utapau leaves hanging down, showing the strange phenomena of the Alliance's city being rock-based. looking out into the expanse now we move deeper into the city itself: one of the main jedi allies, a falleen species: the battle inside the grand halls: note the architecture of the alliance combines alien and old republic themes, along with a more pure look also contrasting the nearly-demonic Sith structures another shot of the grand hall, this time with the aid of the Whipid Jedi (who replaces the Wookiee) outside the grand halls: outside look of the throne room lastly, my favorite shot from the mod: really breathtaking, you can see one of the lakes that you saw from space in the sith command ship let me know what you guys think! Still praying for a mapper to fall out of the sky to help me finish this!
  24. Here are the other three areas of the game not in Yavin: (remember this is just showcasing texture replacement and artistic flavor) 1: Refueling Station (bleak, metallic, droid-infested, but lively in electrics, has a preview of the gothic flair that the new Sith adorns to their ships and sanctums) 2: The Sith Command Ship (already shown a few but here it is much more in-depth. Very brutal and gothic, almost organic like, note the ring circling the planet (Hypori) out of the window, we will see these same rings from the surface) I know some of these may need some work, but the overall aesthetic is pretty consistent sith ship corridors, just oozes with dark uncomfortable sensation sith engine room: sith hangar: I made reskins for all the vehicle placements like tie's and shuttles and dropships, but since they're part of the map none of the skins actually load into the maps note the rings again
  25. So I finally booted JA back up, but man is my JA database so cluttered, I have almost 20000 files and multiple remaster folders, some for the base game, some for mods. This is going to take some time to clean up. I think if this mod gets team attention, it could truly be the JA sequel we've all wanted for years. Here are the rest of the screeny's showcasing the different areas of the mod. I just took them an hour ago. (I don't know why imgur is only giving me 800x600 but I can try to change that later!) finishing off Yavin are the new reactor areas from chapter 4: all the graphics have been re-done, got so tired of seeing the kril'dor or taspir maps on every readout lol this was one of my favorite areas from the mod, a little railway you would ride and it would display different holographic ambient graphics, now I've changed them to something completely new: don't know why there is a resolution change here, but this is an older one, showing the NPC lineup for the level in front of some Sith religious symbol story thing, probably about the origin of the force or something I also forgot to showcase the Sith temple on Yavin, literally every area has been re-done starting with the temple underground: now the temple above ground: sith apprentice's throne room:
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