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Tempust85

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Posts posted by Tempust85

  1. Dark Forces II Mod is a total conversion modification, for Star Wars Jedi Knight: Jedi Academy. This project aims to re-create Star Wars Dark Forces II: Jedi Knight but with modern rendering, more detailed levels and utilizing Jedi Academy's lightsaber combat system. We're using OpenJK's code as a base, and also using code from ioquake3's OpenGL 2 renderer with our own improvements.

     

    If you're skilled or have a drive to learn and would like to join us, please head over to the applications forum and apply:

     

    https://jkhub.org/forum/151-df2-mod-developer-applications/

    Smoo likes this
  2. allow multiple GLA loading. I'd like to see individual GLAs per animation, so animations are modular. We can then see multiple animation mods be used together.

     

    remove hardcoded bone axis orientation. skeletons with non-matching bone axis orientations to what the code expects will have borked aiming. An External file would give greater control.

     

    Scale animation. Would really cool to have this. Animations that would take several bones to pull off could only take 1. Example, enlarging a sphere.

     

    Not sure if an exporter/compiler thing or not, but allow position only animation. Right now in order to have position animation processed, there must also be rotation animation.

  3. Project Leads:

     

    DT85

    minilogoguy18

     

     

    Programmers:

     

    SomaZ - Lead Programmer

    DT85

     

     

    Level Designers:

     

    DT85 - Lead Level Designer

    Jedi_Mediator

    Ramikad

    JayJay21

     

     

    3D Artists:

     

    DT85 - Lead 3D Artist

    minilogoguy18

    AshuraDX

    Psyk0sith

    Nupol

     

     

    Texture Artists:

     

    AshuraDX - Lead Texture Artist

    DT85

    Psyk0sith

    Nupol

     

     

    Animators:

     

    DT85 - Lead Animator

    minilogoguy18

     

     

    Effects Artists:

     

    DT85

     

     

    UI Artists:

     

    DT85

     

     

    PR:

     

    Circa

  4. Thinking about applying for a position on our team? Please include:

     

    • what position you're interested in applying for
    • examples of your work
    • game engine & program experience (3ds Max, Photoshop, etc)

     

    Current positions available:

     

    • Character Artist - ability to create detailed character models using a sculpting program (Zbrush recommended) and bake into a low budget model, create LODs and create PBR textures for them. No frankensteining or porting!
    • Level Object Artist - ability to create detailed high poly level object models and bake into a low budget model, create LODs and create PBR textures for them. Can use Maya, Blender, 3ds Max or Softimage. No frankensteining or porting!
    • Level Designer - ability to use GtkRadiant proficiently, versions 1.5 or 1.6.x only
    • Texture Artist - ability to create PBR textures for levels. Albedo, Normal, Roughness/Metalness/Occlusion
    • Programmer - decent knowledge of C++ required & familiar with idtech 3 engine's code. Bonus points for being able to work with OpenGL, to participate with the production of the OpenGL 2 renderer
    Smoo likes this
  5. As far as in-game content goes, we can't really do much until @@AshuraDX finishes those PBR textures for 07yun and the lighting is sorted by @@SomaZ. I don't want to show off anything half finished anymore, it's either done or it's not. What we can do is show off models like the Bryar & Gorc, rendered in marmoset with PBR textures.

  6. The problem I've seen with many mods is that they set unreal goals when they should focus on achieving small things first. You can aim for the sky, but without a clear set of goals it's impossible to get anything done. 

     

    Exactly. It's all well and good to want to get large features like sabers in off the bat but unless you're team is large enough and experienced enough, you'll fall flat.

     

    Proper assets can come later. You could easily make a VERY basic saber, UE4's test dummy character and use them for animation work. So long as you have the skeleton you want, a test character model and a saber hilt with a right thickness (for correct holding), then you can move straight on to animation & coding work. Wouldn't matter if it's Star Wars, this would still apply.

  7. About the Star Wars - problem. I could imagine having SW as a mod or as an alternative theme. However, I think most people here underestimate the amount of work to create assets for a complete Star Wars game, including models, maps, sounds, textures, etc.

     

    Both projects I was part of - Star Wars: The New Era (HL2) & MBIII (UDK), focused on all of these things and yet they still ultimately failed. Why? Because the developers eventually lost interest. Not many people want to hang around for years making a game unless you're being paid for it. The only projects I've seen stick it out for longer than 6 months are Star Wars: First Strike Mod (Battlefield 2142) & Star Wars: Battlecry (UE4), with the latter still in production and the other finished.

     

     

     

    EDIT:

     

    Here's a good base blueprint: https://www.unrealengine.com/marketplace/generic-shooter-sample-project

    Smoo likes this
  8. Here are the links for every texture DF2 mod needs to be re-created. Every texture must be PBR ready.

    Barons Hed (06abarons & 06bbarons): https://www.dropbox.com/s/r47tiii03qceoz2/DF2_baronshed.rar?dl=0

     

    Cargo (10cargo, 11gorc & 12escape): https://www.dropbox.com/s/wccd8nyonnunyc8/DF2_cargo.rar?dl=0

     

    Common: https://www.dropbox.com/s/b7mq2ptndeua5ov/DF2_common.rar?dl=0

     

    Crates: https://www.dropbox.com/s/ekh9txrbobwxi8r/DF2_crates.rar?dl=0

     

    Dark Palace (07yun & 08escape88): https://www.dropbox.com/s/r4dqujvchtdvus5/DF2_darkpalace.rar?dl=0

     

    Doors: https://www.dropbox.com/s/usnx5ulgr2nq56n/DF2_doors.rar?dl=0

     

    Escape Ship (16aescapeship & 16bescapeship): https://www.dropbox.com/s/euwks67rrpdlbql/DF2_escapeship.rar?dl=0

     

    Fuel Station (09fuelstation): https://www.dropbox.com/s/2sc79suu8aifql9/DF2_fuelstation.rar?dl=0

     

    Jerec (21ajerec & 21bjerec): https://www.dropbox.com/s/z3ah5peakzfs589/DF2_jerec.rar?dl=0

     

    Katarn House (03katarn & 03escapehouse): https://www.dropbox.com/s/adkpr4cwgkih14c/DF2_katarnhouse.rar?dl=0

     

    Lifts: https://www.dropbox.com/s/7fkvforc6qxh3mx/DF2_lifts.rar?dl=0

     

    Lights: https://www.dropbox.com/s/d10g0puymvnbf8n/DF2_lights.rar?dl=0

     

    Maw (15maw): https://www.dropbox.com/s/5msxybuu0k0gq8x/DF2_maw.rar?dl=0

     

    Misc: https://www.dropbox.com/s/3awg5xc3golqav7/DF2_misc.rar?dl=0

     

    Nar Shadda (01nar & 02nar): https://www.dropbox.com/s/jon1cax9ctr6qhi/DF2_narshadda.rar?dl=0

     

    Panels: https://www.dropbox.com/s/ztwtrjaiicyfdru/DF2_panels.rar?dl=0

     

    Pipes: https://www.dropbox.com/s/tzcxpsyeqb6k06q/DF2_pipes.rar?dl=0

     

    Signs: https://www.dropbox.com/s/42mqj58h4v9q7p5/DF2_signs.rar?dl=0

     

    Tower (14tower): https://www.dropbox.com/s/hjjnroabwqjf12w/DF2_tower.rar?dl=0

     

    Valley (17asarris, 17bsarris, 18ascend, 19a, 19b, 20aboc & 20bboc): https://www.dropbox.com/s/1lw1s7d5xvudjyf/DF2_valley.rar?dl=0

     

     

     

    All textures have been resized, so the re-created textures need to match.

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