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MusicForThePiano

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Posts posted by MusicForThePiano

  1. Hey, I really need some help here, I'm trying to make a new yavin IV skybox and I found the perfect jungle template. I also found a good image of a red gas giant planet that will stand in for the yavin planet, from the perspective of being on the fourth moon.

     

    I tried to cut the planet out to fit above the treeline in GIMP but the issue is that there are clouds in the atmosphere, which would not be behind a planet, so I don't know how to get the image so that the planet can be seen through the clouds. Can anyone help me with this?

     

    Here is the jungle backdrop that i want to superimpose the planet in the background of:

     

    AdNw3c7.jpg

     

    and here is the still of the red gas giant:

     

    T33gjWH.jpg

    ooeJack likes this
  2. Well we do have to keep in mind SOME limits. the map thus far is just under 14000 brushes according to GTk 1.5's reading so that's not including patches. >.> Which theirs a lot of. Oddly enough the meta compile and vis compile both only take about 30-60 seconds. However we must always keep in mind that old 32k brush limit. Annoying p.o.s.!

     

    So while I personally vote an imperial star destroyer... XD no can do in a map like this....

     

    What about the Slave2 ? Or a Slave 1 with an actual interior, never seen one of those in game.

    the_raven likes this
  3. I've found a couple of different yavin skyboxes but I'm trying to make one that's HD that replaces the boring JK3 one. Something more along the lines of the mcquarrie concept art

     

    Or one with just really good depth perception, treeline in the foreground, temples in the background, the red gas giant of yavin looming in the sky, clouds, preferably daytime.

     

    yavinheader.jpg

    Smoo likes this
  4. Everything was played and recorded. Each song 'cue' was recorded separately, and all put together post-recording. I have exported the songs into midi form but it takes a lot to clean up a midi from an inline audio recording.

     

    For the parts that seem rushed, I want you to compare that part with the original Williams piece side by side and see if one goes on longer than the other, as far as I know there may be just two of mine that was played faster than his.

     

    Thanks for the feedback so far, I just want to share this with as many SW fans and other musicians as possible. The emphasis for musicians and technical people is on the transcription itself.

     

    I had so much fun playing these too, especially composing my own music inspired by Williams and McNeely for the filler scenes that were left without music. Interestingly enough, this only happened in ANH and for some brief scenes in ROTJ, TESB originally had every second covered with music. SOTE I had to put a bunch of filler music to capture the scenes not covered in score by McNeely. As for the 2 KOTOR's, Sleheyron was never finished and I don't like music designed for one place being used repetitiously in another when there is always room for creation of something new.

    Boothand likes this
  5. I would start the level then freeze the npc's put notarget on, noclip around the map and spawn them then go back to the start and save it to a hot key that when you load the level you just press a key and it reloads with all the new stuff.

     

    It works for like half the levels, the other half automatically freeze and crash everytime I load it with NPC's. For example, yavin1b and yavin2 load just fine, but t1_sour will crash on the reload if there is just one extra npc in there.

     

    However, if I go throughout a level and spawn them then go back to the start and unfreeze all, I can usually play through each level without any issues or crashing, its just the loading / re-loading part that crashes everything.

     

    I would much prefer being able to access the SP maps and just put spawn points for the type of NPC's I'm adding: i.e. civilians, more creatures, vehicles, enemies, friendlies, droids, etc

     

    But I have no idea how to do that and I've tried editing / decompiling and its just a horrid mess of code that I don't know what to do with.

     

    It makes the SP campaign much more fun on a playthrough, I will say, very fun, and more difficult too. No more easy JA that's for sure.

  6. Hello. i know a lot about classes because i work all days around they.

    CLASS_SWAMPTROOPER: is like stormtrooper ai, but they cannot drown on water. otherwise i noticed they however produced silly gurp sound if they are too much time in water. this is hardcoded and for making a class immune to water you need to check on the SP

    code about that... i not remember now if is in g_active.cpp or in g_combat.cpp

    CLASS_WAMPA: can grab the player, knockback

    CLASS_SWAMP... not do nothing for what i see, like CLASs_GLIDER, FLIER2, MURJJ, LIZARD, CLAW, FISH. these classes are un used classed and they are never ended coded class. but as saberist they are pretty vicious boss fighter D:

    class FLIER is very acrobatic, CLAW is the more dangerous. i not know exactly why.

    i suppose they are class for deleted animal or npc or aliens or monster of JO never ended.

    CLASS_WAMPA is pretty weak to force lightning, like all other specific class is hardcoded and you need code skill! is not sufficient to make model and animation for a new animal or monster for have a nice monster creature... you need to code a specific class AI for this monster for act realistically. this is very difficult, also because every single monster or animal need a specific and different code, related to their skills \ attack \ weakness \ strenghts. 

     

    CLASS_RANCOR: can devour player, grab, knockback if you jump up, can spit poison gas jet with specific npc mutant_rancor.

    also, have a letal charge attack and can slam player hitting ground with punchs. is pretty hardcoded class.

     

    you need to understyand that a animal class need also specific code for work fine if yiou want to do a vicious monster that attack player. without code the result also with better animation, skeleton and rigging, is not much good. 

    the dragons of NDA for example have an horrible bug if they grab the player... never noticed? you are stuck and camera ever roll on itself and you can free only with noclip cheat.

    this because missing code... and a CLASS_DRAGON ._.

     

     

    Have you tested these out on animal NPC's? Would CLASS_FISH work for an underwater enemy. I want to make dianogas be underwater and not drown so I figured that to avoid the gurp sound I could give them this class.

  7. Thanks, yes I recorded on a standard 88-key digital upright, with full weight and sensitivity of the keys, it has USB plugins that I connect to my hard drive and record with several programs, for in-line. 

     

    For Kreia's fall, it's the same time as the song, if you compare them side by side. The transitions sometimes are done faster because they're nearly impossible to do slowly without sounding different.

     

    It's like this for many songs. I recommend you listen to pieces that have never been done before on the piano, like "Lair of the Rancor" and "Sarlacc Battle / Pit of Carkoon" as well as all the Bespin action themes, those were some of my favorite to play, and man were they not easy. I did thousands of takes until I got the music sounding like the original pieces.

    Noodle and Circa like this
  8. So my username is basically my youtube channel, where I put some of my real work. 

     

    I have not networked that much over the past few years due to a difficult job that requires me to travel for specific purposes only, but I plan to reach out to more people.

     

    I have recreated all three of John Williams original scores on the piano for the trilogy, and I have also done three more projects of interest, all done over in piano:

     

    Star Wars: https://www.youtube.com/watch?v=jzpDNKrWsZE&t

     

    The Empire Strikes Back: https://www.youtube.com/watch?v=Kxria9L-2BI&t

     

    Return Of The Jedi: https://www.youtube.com/watch?v=xnvwRAU_z5I

     

    Shadows Of The Empire: https://www.youtube.com/watch?v=L3mQX-HD5JM

     

    Knights Of The Old Republic: https://www.youtube.com/watch?v=5Gv_-iAZZIQ&t

     

    Knights Of The Old Republic II: The Sith Lords: https://www.youtube.com/watch?v=3grDwHatYxo&t

     

    https://www.youtube.com/channel/UCgTU-AfZqvLiCl0lgKlyk4w/videos

     

    Let me know what you think. Complaints, criticisms, suggestions, I'm open to anything. Most of all these projects are for die-hard fans like myself, and for those who also wish to learn how to play or mess around with all the melodies.

    Smoo likes this
  9. What is the difference between CLASS_SWAMP and CLASS_SWAMPTROOPER? Also thee is no CLASS_WAMPA in the NPC tool that I use, and the wampa.npc from the base game has no class selected on it.

     

    edit: also zander on your animal pack you are missing sounds from them, do you want them? I have sounds for acklay, nexu, teren, dianoga, mynock etc (even though there are no mynocks)

     

    Perhaps we could remodel the glider model as a mynock?

  10. So I'm starting this thread to query anyone who knows or has any of these laying around. The base JASP game has 7 creatures. 2 are vehicles, the rest are enemies.

    howler (yavin lizard)

    sand burrower

    wildtauntaun

    wampa

    tauntaun (with harness)

    rancor

    mutant rancor

     

    With mods, there are quite a few more that I have and know of:

     

    glider (jedi outcast)

    minemonster (jedi outcast)

     

    bantha

    dewback

    eopie (with harness)

    eopie wild

    streeds

    battlestreeds

    horses (NDA)

    dragons (NDA)

    kalek's / lusczk's rancors

    dianoga (DFMOD2008)

    mailoc (MOTS mod)

    krayt dragon (JKA galaxies)

    acklay_mst (vehicle and enemy)

    reek (vehicle)

    nexu (enemy)

    terentatek (enemy)

    spider model (some mods have it)

    trex (MB2 vehicle)

    raptors (MB2 and jurancor park, enemy)

    pteranodon (MB2 vehicle)

    alien xenomorph (enemy)

    facehugger (enemy)

     

    there's a shark here but it doesn't do anything.

     

    I'm wondering, the dianoga npc also drowns if you put it in water, is there a way with NPC tool to create an enemy that doesn't drown underwater? There is a CLASS_FISH and a type flyswim but not sure if that works.

     

    Does anyone know if there are any other ones laying around? I always thought JA would be more interesting with different creatures to fight, so I've taken it on myself, like with the vehicles, to find as many as I can.

     

    I'll even take ported ones at this point lol.

  11. As of now the missing list of Star Wars vehicles nowhere to be found is:

     

    Jawa Sandcrawler (not pictured)

    E-wing

    Slave 2

    Tie-Fighter Bonus Pack (by Hatrus I think - it contains about a dozen new types of tie fighters as seen in the pictures)

    Spider Droid from AOTC (saw it on pcgamemods years ago) (not pictured)

    Varactyl (saw it on pcgamemods years ago) (not pictured)

    Sentinel-Class Landing Craft (not pictured)

  12. The ambience on the SP levels sucks so I thought I would try to replace them with other ones, for example yavin_ext yavin_ext_rain are pretty bland, I've updated other ones like hoth_ext and hoth_cave, city_lp (which only appears in the mp/ctf4 coruscant map background ambience, not the t2_rogue one which I want it to, but every time I put a replacement sound effect for the rest in a pk3 in the base, they don't play in SP. Why is this?

  13. In case you're wondering what kind of imaginative creative fun you can have with these vehicles and similar NPCs, allow me to introduce you a little project I did out of all this years ago, started somewhere around 2005 and finished in 2012.

     

    Part 1 of the Battle of Eons, an event that I've only shown to a few people, it's a huge massive space battle at the end of a mod I was working on that only I got to experience unfortunately. Looked messy, but it was damn fun.

    There are all kinds of ships here some seen before, some reused, some never before.

    kwUyyna.jpg

     

    6xFPQpq.jpg

     

    4QkbLBa.jpg

     

    JCq2SQo.jpg

     

    ksd9lPa.jpg

     

    mFJAHJB.jpg

     

    XEXABSR.jpg

     

    jAw7RIo.jpg

     

    playing as one of the npcs blowing up another was always fun

     

    OHVlsUY.jpg

     

     

    fanboy gasms, flying mandalorian with sabers in space vs tons of droid fighters

    ko2suAP.jpg

     

    mwxjqHT.jpg

     

    this was the experimental part, the large oversized sentry is an entity dubbed The Sinstar. It was conceptually a worldship capable of creating stars. Me not knowing how to model decided to reskin and resize the sentry as a stand in for the closest thing shape-wise to what I wanted it to be:

    OWU3TN1.jpg

     

    All of these ships here are tested out in space-naval warfare, capital ships on either side, bulk cruisers, smaller transports, and finally the fighters engage one another. 

     

    The orange and blue interrogator is a a reskin for part of the transformers mod I was working on to be Unicron's planet mode. I will post a separate thread on that mod later

     

    mnSrQX9.jpg

     

    AhtFNSS.jpg

     

    RrooSwK.jpg

     

    H5cG3mn.jpg

     

    A-wing hunting ties on Unicron's equator

     

    2CkkZHQ.jpg

     

    the fleet entering the Sinstar

    x4Dxgas.jpg

     

    ZCciRuX.jpg

     

    V4jSoxU.jpg

     

    SU8Rnwm.jpg

    Smoo, yeyo JK and Jeff like this
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