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Tempust85

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Everything posted by Tempust85

  1. Perhaps when Episode VIII is out?
  2. Don't forget - BSP has issues with large, open areas. The Maw map needs optimization, which I'm working on. I've managed to fix VIS, and trim down the skybox which means less open space. I think the skyportal is just for having a 3d skybox vs 2d textures. If I had to wager a guess on which provides better performance, I'd go with just a regular skybox.
  3. Personally, I would have just typed godmode and give all then nuke the bastard.
  4. Edited the About: Dark Forces II Mod & Applications posts with suggestions from the above posts. @@SomaZ, yeah I miss TNE too. I know I yo-yo'd a bit, but it was good times and I learned alot as well. Before TNE, I didn't know wtf a normal map was.
  5. Photosourcing works, if done right. Find photo's with no expression.
  6. I tried it once, left my PC on for hours and Blender was still locked up.
  7. 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/
  8. 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.
  9. 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
  10. Thinking about applying for a position on our team? Please include: what position you're interested in applying forexamples of your workgame 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 onlyTexture Artist - ability to create PBR textures for levels. Albedo, Normal, Roughness/Metalness/OcclusionProgrammer - 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
  11. Yeah, I agree. Go for it, @@AshuraDX.
  12. Looking great but for the love of baby Jesus, pick a material and stick to it lol.
  13. All right fair enough, points made. I'll get working on textures for gorc level, @@AshuraDX can finish up 07yun. I'll also sort out the bryar animations. @@minilogoguy18 how's the gorc animset coming? Maybe for now, have the bryar on the turntable NPC thing and make a short video to show off? @@Circa can you please add an Applications section?
  14. 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.
  15. Found a Lightsaber blueprint: https://bohriumdev.wordpress.com/2015/12/29/lightsaber-in-ue4/ https://www.youtube.com/watch?v=lQvm_5VMyxc
  16. Need something a bit more recent than that, ue4 went from needing a sub to being free.
  17. I've also read that you can mod Unreal Tournament, so that could be a good base as well. Slap in a basic saber, then get animating & coding. I've also got $30 USD credit for the UE4 marketplace that I'm willing to donate for something decent, if this ever gets started and the purchase is of a dire need.
  18. 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.
  19. 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
  20. Can you please add support for custom texture paths, using material names (like you can with xsi exporter)? Being confined to the models folder will be problematic if using textures from other locations such as maps or ui.
  21. Might see if he's interested in sub surface scattering, basically seeing if he can do some of the stretch features on your list.
  22. I think what should be done is just a barebones, Star Wars MP shooter. Add sabers later when you've got a release out to get more devs. This is pretty much what we were doing with MBIII on UDK though we had very basic sabering as well.
  23. Can port the animations, onto a new set of bones with different names. We also have access to the full animation source as well. No one would be able to prove that they were ported.
  24. Updated the links.
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