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Tempust85

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Everything posted by Tempust85

  1. I'm not liking how this helmet has turned out now that I have better reference: There are several things that would take too long to move and whatnot, so I'll be remaking it.
  2. Stuff that, do the AT-ST. Now THAT would be awesome.
  3. Can someone please explain in detail how to grab the latest updates from OpenJK to my fork? I get conflicts and I'd like to know the process to fix and continue.
  4. There's already a lot of missions, I don't think we need to add anymore. A thought to keep later on though.
  5. Yay, I can continue on the stormtrooper.
  6. I have the map files. @Jedi_Meditator The map looks pretty good, however there's a few things I'd like you to go back and fix please: 1) The vis isn't done efficiently. You made a big box on the outside of the map and made everything inside detail brushwork. It's better on FPS to not do this. Please fix this by using the outer brushwork as structural, leaving the inside as detail. 2) There's alot of areas that aren't caulked. By this I mean does not have the caulk texture applied thus not rendering the surface. 3) There are a few areas that have odd looking brushwork like around the door frames for example. This isn't your fault exactly as the original map also has this, but please flatten them out or make it as patch work and also apply a different texture. The lighting however looks fine, & the map itself looks to be almost an exact replica of the original so great work there.
  7. Prolly falls off the elevator. Might just move him off the elevator completely.
  8. Send me the .map as well so I can add it to the source files on dropbox.
  9. I think that's spot on for a realistic version.
  10. One thing I noticed is the finger weights. Because of Raven's shoddy animation work on the fingers grasping sabers, you'll need to NOT weigh 100% to the finger bones for it to look decent. To do this, simply add maybe 25% hand bone weight on all finger bones. If you don't care so much about the fingers clipping through, don't worry about doing this.
  11. It looks great. The only thing I suggest is model the belt & gauntlets. You should be able to just cut directly into the mesh and enhance the detail without screwing up your existing UV's, but not sure what Silo (I read you're modelling in that package?) can do.
  12. Shadow mapping would be great.
  13. Was, but not anymore.
  14. I have the ambient lighting giving everything a blue-ish tinge, and the majority of the lights are a very light blue. There's one or two areas which are yellow though like the warehouse for example (where you take that lift and have to get the warehouse key to proceed). Swapping the blue out for yellow I feel would look horrible. Interesting fact, I'll keep that in mind for outside areas.
  15. I have the level on file to look at, but I can't use it though. I'll have another look at it and see what I can replicate.
  16. How would people receive this map & level 2 if it were redesigned to look like Nar Shaddaa in KotOR II? Obviously the route and what you need to do in the levels will remain the same as the original DF2 game, I'm just talking the look of the levels like door frames, etc.
  17. I've noticed from the comments that the code is using Carmack's Reverse, which afaik is patented and cannot be used. This makes its use in OpenJK illegal, right?
  18. The buckle I would add any roughness to the specular texture, other than that it looks fine. It doesn't need any edge wear as this isn't a battle-worn version. So is this a realistic version or the stylized look from the series? Either way, it's coming along great. B)
  19. Same. Wish I could texture like him, I'd be a god!
  20. Just needs a stand & walk animation. He's only ever standing or walking with what I have him scripted to do, so no need to set up finger bones as they won't be used.
  21. I'm going to go with a Star Destroyer.
  22. Yeah he looks like a douche, but can't do anything about it I'm afraid.
  23. I compile with 2013, not 2015.
  24. I still wonder what the connection is that Rebels will have to Episode VII...
  25. No one's dissing the quality of the model, it's very well done. We just are recommending that you model in quads rather than tris, and work on your topology so everything flows. Having decent topology & modelling in quads is also handy if you ever decide to make a model and want to make a high definition model out of it, whether sculpting or hard surface modelling. Like I said though, the finished model ready for the game can have tris due to optimisation. You should be very proud of this model though, I've seen and done absolute crap looking models for first attempts. You definately got skills and I can't wait to see what you make next.
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