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MusicForThePiano

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Everything posted by MusicForThePiano

  1. Thanks for your interest Basil and LukeJM28, I will have more time in May to get back into it. I'm pretty savantish about starting and stopping and it was hard to stop continuing on the project when I did halt only because I kept running into the roadblock of not being able to edit the maps :\ Once I do open up the files again I will post them somewhere where interested parties can copy their files to overwrite existing ones, voice effects and sound effects and such, and hopefully we can get someone to decompile the maps to edit them. Note, all the textures weren't random, but because I couldn't actually open the maps up to see which textures were placed where, I guessed at all of the replacement ones, some were easy like the terrain on the outsides was all from the yavin or tatooine texture folders and easy to replace, but others, like all the lighting and panels and trim and borders was a constant editing process of: guess which texture would look good here --> open JA & load map --> if it looks wonky or out of place try another texture OR looks good and move on to the next texture that whole process took a few weeks if I recall correctly. I want to overhaul everything so its a completely new SP game from JA. The original developers had the right idea, but didn't flesh it out all the way. They greatly updated the lightsaber battles to be increasingly more epic, plus I loved all the variations in lightsabers from dual staffs to extended staffs to light discs and light axes, really gave off a different vibe. I did the same editing process for the NPC's because the game files will use like 'monmothma' for a fighting reborn or 'bartender' for a sith zabrak, none of it made much sense so I had to write down what each npc in the base JA was coded to spawning in EY4. The music was easy, I personally re-did JA's single player music to use all of John Williams cues from the OT and no repetitive tracks, aka all 26 levels from the base JA now have different action / ambient tracks and battle start & stop cues. I may still make a new soundtrack for this mod since I my music studio is back up and running. Stay tuned!
  2. The project is still where I left it, in my JA creative database folder. I started working on music projects again, and can only do so much at one time. I have not found a mapper yet, but I will get around to it. Been almost 16 years and JA still works great on my computer. I will put up some more screens in my next post / update, what I last posted is not where I left off at. There are 4 locations in the game, Yavin IV, Hypori, the Sith Command Ship, and a refueling depot, each one is designed to look very different. With different skyboxes etc. The Hypori planet in the vanilla mod just looked like an utapau crossed with corellia (city), I changed it to be more exotic colored and rocky with no foliage to be almost the complete opposite of what Yavin felt like for the majority of the game. Also the skybox in the sith command ship reflects it being in orbit over Hypori, as I've added a ring to the planet which can be seen in both the ship and on the surface.
  3. How exactly does the pazaak mod work?
  4. Does this replace the stun-baton?
  5. Nice job, good shadows and love the skin detail!
  6. Pretty fearsome grin on his face, this is awesome! Maybe just adjust him to be a bit more darker and dirtier, he looks a little light and glossy) but the model itself is perfect!
  7. Wonderful! Do you mind if I use this model as a replacement for Kyle in my re-make of the JA SP campaign?
  8. This looks great, hope t see more of this project.
  9. Sion, I have also been trying to re-do the SP campaign in something very similar to this. PM me for the full details of what I have changed in mine so far. We have pretty much the same goals but as I am very OCD on details there is much I want to change still.
  10. I need a mapper to help me with that, I don't know how to de-compile the map to edit the terrain then recompile it so its functioning right. Do you? Or know anyone who does?
  11. If you were able to do that then I may use your help for this, if you're willing to lol. I always had trouble trying to change the menu without giving myself the textureless gray screen.
  12. I am only using aliens from the original trilogy and the ancient times (sith species for example) trying not to expand it into prequel territory minus the double-bladed lightsabers The scripts in the menu list some of the species as totally wrong smh, like geonosians are the mutant howler with wings, the umbarans are masked warriors, etc. There was a lot of things that didn't fit, like tuskens underground and jawas as well, these are all being replaced. Raptors with missing animations, will replace those with some other predatory creature. The biggest plot hole is the presence of Rosh, who would be dead if this follows the darkside ending of JA, so he will be replaced, but none of this will be complete without menu overhauls and voiceovers. My first goal was to remove everything prequel-related from the mod. Then it was to give the mod a total Yavin feel to it, either you're in the jungle or in some dark facility underground, but with moderate aesthetic appeal. Then I wanted to re-introduce something that hasn't been done yet in a star wars game that would be possible here due to the massive number of npcs available with the current scripts, and thats to have it be a total nostalgic trilogy feel because the aliens would be there with much much less of a clone effect. Then I wanted it to be a real sequel to Jedi Academy, the Dark Side ending, making Jaden have ragged clothes much like his re-skin from the novels. The things I want to change are some of the scripts, and I would like to have someone re-compile all the maps with just some physical changes (like repeating textures) and voiceovers to give the story a little twist. The premise is: Jaden turned to the dark side from ending of JA, 30 + years later a Sith Lord and his brothers appeared and destroyed much of the New Jedi Order, started siphoning resources from planets and collecting species for slave labor (much like Rakatans). Thats why theres so many aliens on Yavin. There is no Empire, just remnants, I wanted to replace all the map objects of imperial spaceships with different skins to look like a different faction took over the empire's resources but the skins I made for the ships wouldn't replace the objects in the maps unless I de-compiled then recompiled everything. Jaden must escape from Yavin and confront the Sith Lord to either aid or destroy what is left of the old republic / rebellion and jedi knights. I want this game to have a solitary and dark feel to it. The only thing I wish was in the original mod was some ruined yavin temple / hangar base from the movie / previous jedi knight games that would connect between two chapters. Then I redid the music so literally no track repeats like it did in base JA. Theres a lot more work I did on this, but everything I did is just editing the assets and the skins/textures/music/effects/weapons themselves, nothing more. I am not a mapper for JA, I could never figure that stuff out unfortunately, so that is where I may need help from others to make this totally complete. I will release what I have as well just not yet until it is all organized for a single download.
  13. No I just moved a few times in the last year. I still am working on it! Just some very busy family stuff got in the way. Jeff and a few others have been helping tremendously making models that I'm using in the mod. If its one thing I learned about JA, it never dies, it just hibernates!
  14. Awesome job, would love to see the rest if you can! (Shao Kahn, Goro, Kabal, Sheeva, Motaru, Kintaru etc)
  15. I went on hiatus for about 8 months then just started going through everything again, I would like to do voiceovers but will need help for that and scripting. I still need a somewhat experienced mapper to help me with some of the technical geographical issues in the maps.
  16. Do you have the jungle variant of the AT-AT available? I would like to use that in my Escape Yavin IV remastered mod.
  17. Was there a backstory for this character? If he is not used in anything I would like to use him as one of the villains in my mod that I'm still working on, just as an NPC. Would you allow it? The Escape Yavin IV remastered edition. All credit would be given to you for the model.
  18. Any pics of the interior of the cabin? Great job
  19. totally new! the fourth skin that will appear in my pack, an updated design based on the silver swoop, it's supposed to have more of a racer look to it. The colors were inspired by the Shelby 730 Razor podracer from the episode 1 game for N64 as well as a few other concept arts I've seen. The faction for this swoop is the Hutt clan, or used by Hutt enforcers/mercenaries (symbol on the top by the seat/control panel). here it is for comparison with the older silver one, I took the 'stripes' idea and expanded it here for this one.
  20. version 2 of the Black Sun swoop. Less random color more of a consistent pattern, edited the saturation and contrast / brightness as well and I edited the engine after-burner effect to be a blue glow in line with the swoop's flares that shoot out blue fire when you turn / boost. It didn't make sense to have a purple engine exhaust color with blue flame.
  21. Any chance of one of the Barabel models? Would love to use it in my remaster of Escape: Yavin IV
  22. Just finished another one, called "Black Sun," it's also a beta, will probably change the final one around a bit. Another SOTE themed swoop, this time after the personal colors of Xizor (cobalt blue, purple, yellow, and green). It is the third planned one that I will include in the mod. I'm open to criticisms, let me know if you think its too wacky or if I need to tone down the color detail.
  23. Alot of your maps remind me of Berserk for some reason, especially Blue Ice: Nightfall. This one too for some reason..
  24. Update here are the ones that I've shown above on the swoops in-game silver and blue: silver&blue, purple&yellow, & lime green all together: (purple reminds me of thrust's color scheme from Beast Machines) TOTALLY NEW, mandalorian style swoop, part of my new project (this one will be in the official single player mod) TOTALLY NEW this is 'Rusty' a re-decorated version of the black swoop to look more shadows of the empiresque and more fitting for an arid terrain, this one will also be in the single player mod, and its also very old: all of them together, including the swoop ultra from another file: hope you enjoy them! I will release a pack when I have made the rest!
  25. Been awhile man, see some elements of Atlantica and Midgar in there, loving it!
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