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Mandalorian

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Everything posted by Mandalorian

  1. 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
  2. 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?
  3. 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.
  4. 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.
  5. 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
  6. 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.
  7. 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.
  8. I have been working on some concept art, Thinking of including it when i have finished.
  9. Testing JK3 on my new build. using graphical mod by Eezstreet.
  10. New PC arrived today! Sure will help me Mod

  11. Slugging away on my mod, just been drawing pages of ideas for my menu layouts, as I figure It's good place to start whilst I'm trying to find people to develop this idea with me.

    1. Horatio Culver

      Horatio Culver

      I'd be happy to help you, not necessarily with the menus, but the rest of the mod. It'd be nice to see a good Boba Fett mod.

  12. Slugging away on my mod, just been drawing pages of ideas for my menu layouts, as I figure It's good place to start whilst I'm trying to find people to develop this idea with me.

  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. I have changed all the standing animations to be appropriate for most gunning anims. looks good.
  19. 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?
  20. 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.
  21. Any help would be great. I have been working on just getting the default fett model in the loadscreen and start menu.
  22. 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
  23. 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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