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Everything posted by Mandalorian
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This is why I like jka. people try to figure things out in so many ways. I'm adamant I'll get this mod of the ground.so far I'm using binds but that won't be forever hopefully. Thanks for your guys time and I'll be watching this like a hawk Botdra .
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WIP Star Wars: Bounty Hunter Scanner
Mandalorian replied to Botdra's topic in WIPs, Teasers & Releases
wow I'm impressed. That is so much like the original content! sidenote:I hope to use this model by corto I have been tweaking, I plan to edit a group for the jetpack and rocket aswell (will be thermal det) also duplicate the scanner, have two and switch between them thru skin commands if possible. I need to also make jetpack and flamethrower tags for it. It's almost up to scratch I think http://i1323.photobucket.com/albums/u595/Galconer/shot0000_zps112b655e.jpg -
Hey Corto, are you still up for making a new Fett? Hate to hijack to ask, but i just remember you mentioned it awhile back. I am trying to add the jetpack and flamethrower tags to your other model but I am not sure on the process. maybe you and Chalkyne could help me with this?
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well I was thinking the .efx to be changed for force sense and have a bind configure to +zoom and sense (I have it bound to q for my mod atm) to represent the scanner. the force sense effect as the scanner grid. The effect around the npc's mark them according to team with a effect, what could be done with that as well as adding an effect to healthbars. I want to understand the conditions on which these things occur like what determines sense to differentiate team, I plan to have your bounties always be neutral characters, so only the would have a yellow glow, but id like to change that to maybe something that says bouny over there head if possible. hope I make sense.
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WIP Star Wars: Bounty Hunter Scanner
Mandalorian replied to Botdra's topic in WIPs, Teasers & Releases
Jaw drops oh man that was quick, you know your stuff, yeah sorry if I didn't get enough image reference up. I hate to ask for some one to do work for me like this, just tied up on getting some stuff in blender done that's bugging me. -
Hey I was wondering if someone could help me replace the healthbars to display an npc's mapname as well as jedisense to show a red outline effect rather than make a whole npc red, aswell as a line for a whipcord to replace forcechoke and a effect where the have the whip cord around them. I plan to have a bind or script that allows you to use the viewfinder on fetts helm for my mod to scan for bounties, like in Star Wars Bounty Hunter for ps2. Hope someone can help me out. http://assets2.ignimgs.com/2002/10/30/jangobytegc9-461028.jpg http://www.n-sider.com/media/bounty1.jpg
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I have thought the same Corto. I often have been tempted to mod fallout or skyrim to that end. a open world coruscant would be amazing to explore.
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I have only seen concept art and a few trailers with game devs. The idea is the whole game takes place on coruscant and you hunt bounties right? Ideally a one tough barve to take in alive.. I'd prefer to have many varied aliens/ villanous sorts with neutral coruscant security. rival bounty hunters and mercs hired for the bounty's protection. The trailers i have seen, i tried to make a blend of concepts, i deem the game trailer models from 1313 as place holders and I simply put the main protaganist seen as boba and his friend as dengar. I am trying to keep the universe in mind aswell as timeline. when was 1313 set? I plan to have my timeline after Boba escapes the sarlaac, coruscant was the capital of the empire and with It's main authority gone there would be great turbulence in the blacksun and other criminal orginisations as happens when a goverment is overthrown by ewoks.
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I have been working on some concept art, Thinking of including it when i have finished.
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Testing JK3 on my new build. using graphical mod by Eezstreet.
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So I'm back and a little bored...
Mandalorian replied to katanamaru's topic in General Modding Discussions
It's just a default anim I am using for now. I am also using various animations from mb2 that arent used to conceptualise my game. I have things like boba's wrist rocket and blaster using the clone rocket launcher anims and the old unused dc15 stances for a start aswell as being in the process of replacing force lightning to use mand flame anim.I am using these as place holders while i try work out the perfect fov and camera angles and other gameplay mechanics. I am going to start a thread asking for help with specific things to do with my mod I think. I have done a lot of concept art this week, about two days worth, as well as playing republic commando and swbf2 bfx to get ideas on mechanics I like in those games. -
So I'm back and a little bored...
Mandalorian replied to katanamaru's topic in General Modding Discussions
I have this method implemented with a crouch at the moment but from what you describe it should work correctly. the Idea for my mod was a cover system where you use dodge to position yourself before a jet pack jump to the next point or tactical position. I am workong on replacing the force jump system to a jetpack one. -
So I'm back and a little bored...
Mandalorian replied to katanamaru's topic in General Modding Discussions
That's really cool, It looks about right to what I had in mind, I'm sure a few people would like to use these animations for their mods. -
- 24 comments
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- Complete Overhaul
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Seeing this head evolve is both strange and alluring.I really like the progress and think you had it right a few steps ago. Just to throw in my two cents worth, concept art for the starkiller character just happened to look pretty close to sam witmer guy dude in a weird twist of fate. I especially like the evotrooper model I think the skin is amazing and hope to play this mod.
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I completely argree! Is It too much too perhaps even request the antenae to be able to go down OR an antenae down and antenae up that you can just turn on or off with in a group? That would be infinite cool.
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Much respect goes to your model Corto, It is the best out there of the fett. and very cleverly made, It's kind of an honour to hear from you. May I ask, if you choose to improve on your mesh and make a re-release, can you possibly included the flamethrower and jetpack tags found on the default jasp model, aswell as included a separate grouping system for skinners to be able to turn off the jet rocket separately as-well as the wrist rocket. I plan to implement features that would likely require this in my mod. The model is only very slightly off in some proportions but hey, I am no modeller. the helmet is just off as well as the lower body is larger than the upper unnaturally. the jetpack just seems a bit off, to skinny in some places?
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I really like them and there exactly what I had in mind. May I have attain a copy from you to use in my mod? full credit will always be yours obviously. that's some nice work on the animation reload especially. I am pretty sure I have seen these anims on youtube at some point and was thoroughly impressed but It was a fair few months ago so I could be mistaken.
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Any help would be great. I have been working on just getting the default fett model in the loadscreen and start menu.
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I agree that to be truly strand alone asset has to be fully created from scratch. It is a very big project for any modder to partake in and for such a old game is It worth It to? Halo Odst; was that a standalone because it had new assets? no, it was not much more than a tweaked version with a few assets.There are more than a few examples of this in games. I think to play devils advocate, If a game visually looks and feels different and It's game play is different thus the experience,different. It is a new game. No harm in a person at least trying to make a game seem fresh but still star wars. I think for a jka singleplayer mod to be standalone it would have to included at least 80% new content or replaceing It. Movie Duels was pretty close and I aim for basically that x10
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I'm not nearly quite there but I get your idea exactly. I am going to try out softimage and I might make a roq. I want to make a tweaked fett model anyway. For now a background of coruscant and a few sprites of ships flying past? in the foreground slave1 with the new game menu hovered over the ship ramp entrance saying "Enter Slave1" in front of that boba model with running stand9_idle. I don't need a new model atm for my skin replaces it.It needs to have shaders enabled. a exit "coruscant" on the cockpit to leave game/mission. if possible him holding the ee3 blaster? I can get the pictures of slave1 to match the engine and model as well as the screenshots of coruscant. and I understand alpha channels. You'll likely have to adjust the image sizes in Gimp.I'll use ingame Screenshots of coruscant and slave1 and get them to you if you like just PM me if your able /willing to help in anyway. I have edited most the weapons and animations effects npcs scales and camera/movement ingame at this point and it looks pretty neat. I would like to get more help because It is in It's infancy and just at a concept stage. I plan to update it as more knowledge that is shared is learnt with source code. As well as new models and maps.
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Cool work there/ Think the Kotor start menu with the fett instead on a platform with a picture of coruscant in the background.
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Yes well I plan to continue modding for personal use in the meantime and I'd really like to find people to help me with menu's. I know Dengar recovered Fett from the Sarlacc and he is not dead in expanded universe but at the time seeing the film it seemed he was killed
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http://www.slashfilm.com/star-wars-bits-star-wars-1313-game-would-have-starred-boba-fett-plus-ilm-layoffs-and-clone-wars/ Well, my First viewing of Star Wars that I remember was in 1995.My uncle who was the same Age as I was when he saw the original took me to the cinema to see the re-released Episode IV. I remember Seeing the strange bounty hunter Boba Fett for the first time and, commenting on his armor, My uncle told me about his character, explaining that he was a ex-Mandalorian super commando and the best bounty hunter in the Star Wars universe. At the time as a youngling of 8, The concept was pretty awesome and I likened him to the Marvel's Punisher . Later, after being blown away by A New Hope I watched the original ESB and ROTJ that night. My favourite character was definately Fett and I dislike his death quite a bit. When JKA was released Half the pull for me was that you could play as the Bounter Hunter with His Jetpack Included. I also had played Bounty Hunter 2 and yearned for a sequel, Thus, my modding Journey into JKA begun for that reason and I think now with some help I can get a game I really want to see made. 1313. I really had the gut feeling that the intension was to have Fett as the main character and I was anticipating It very much so.I have read EVERY comic and book on his character(Mandalorian armor trilogy is the best depiction ad story arc in my opinion). So those modders who Like Star Wars Old Trilogy, Boba Fett in a dark hell hole gathering bounties 1313 with source code for SP, why not make a jka version. What else do we have the source code for? I can write arc and would love open input from anyone on this, I have been changing animations to make a 1313 style cover system anyway and I think we could use the engine now to do a demo and eventually when source is better felshed in this community a full release. Features; http://www.bobafettmp.com/bobafett/bweapon/bweapon-old.html Animated fully immersive to every thing in this link above. Enemies like blacksun other mercenaries rebels and spec ops empire as well as other alien clans and thugs.Full Missions to assassinate individuals, eliminate small armies of tactical units kidnap bounties and deliver them, threaten people who owe loans to gangsters and bribe spies bartender and stormtrooper police . Full conceptualized realized coruscant.9 Levels epic cover system with smooth believable animation and gameplay. when you do something your character does it, even the menu system will be a Helmet feature, better Ai and physics and map features like unlockable doors. a style of thirdperson that is as immersive as crysis seamless and with every idea I can think of for realism, including cover systems perfectly balanced with jetpack movements to the next cover zone and vast amount of different foes with complimentary roles to each other you need certain weapons to kill or need to sneak around, as well as bounties and a interrogate/bribe, conversation system. I am willing to go as far as people are to keep this idea developing. I really want to replace as much of the game as I can, but that requires a lot of new content. What I need is people with the experience to make This content and I don't mind helping as much as I can and devoting the hours, but All I have Is a many ideas and modding experience to the extent most people stagnate at without a clear goal and a team of equally devoted gamers. Team I need to create assets. 1-3 coders(advanced) someone efficient at making menus (advanced) someone efficient at making efx and graphics. 2 Modellers (advanced) Mappers. experienced testers. etc. Aim; Almost no original assets from game.to be one of the first true full TC games. no. of versions planned 1 hub beta &1 release, appropriate patches....and time frame, 1 year. For a non-competitive development, full graphical enhancement and physics and to push every boundary previously limiting JKA. to use and develop a kotor editor style modding kit for everyone to make mods more easily and to showcase a version of what a 1313 may of been like.