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Teancum

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  1. As someone who's been modding games for 20+ years and has done several large scale mods, I highly doubt it's for the views. The amount of work you have to put in to make content to bring in the views is really disproportionate. There's always a chance they do it to hone their skills to either A) get a job in the industry or B) are already in the industry and are keeping their skills sharp. Even then though nobody hones their skills on an old game engine. I definitely think there's intent to release. Don't feel threatened by them. They do fantastic work, but modding is meant to be fun, and a way to be creative and learn new skills. You do your thing, they'll do theirs. Even if both get released you'll still have something to show for your work -- hopefully something you feel proud of!
  2. I will always vote for putting out a release when life gets busy or motivation is low. That way there's something out there to show for your work, and often times you get good feedback that keeps you motivated.
  3. YAY! I'm chuffed that these made it over to JKA from my work on them in SWBF2. Definitely gonna use these on my next playthrough.
  4. I don't suppose anyone still has my old species pack? Getting ready for another playthrough of Jedi Academy and I want to have lots of options.
  5. I've not rigged a Jedi Academy model in ages. I will tell you that I removed all of the dismemberment sections, so yeah. It's easier to take the JKA jedi customization model here, then just take the Mon Cal bits from my kitbash. You'll have to scale the Battlefront model way up (they're tiny compared to JKA models) and bash that back in. That way you keep all the dismemberment stuff. It's already posed in the JKA default pose, so once scaled it should line up. If you're asking whether I'm willing to port it back to JKA, unfortunately I have to say no. I like playing JKA, but have no interest in modding it.
  6. Is there a specific tool you're using to get the original Dark Forces level geometry? I don't mod JKA any more, but would love to port bits of levels to Battlefront II (2005) as retro maps.
  7. Teancum

    Jedha City

    Thanks for re-uploading. Great map.
  8. So a while back when the Jedha City FFA map was released by PyroTechnices I reached out to them. I wanted to port it to Star Wars Battlefront II (which I've done with other JKA maps). While the permission set on the file said it was fine, I wanted their blessing anyway. Long story short I got it, but then had to put the map on the back burner for other projects. Now I can't find it anywhere, and PyroTechnics seems to have deleted all accounts I can trace to reach back out: here, Discord, Moviebattles.org, etc. Does anyone have a backup of this map, or even better any contact info for PyroTechnics? I know it's a longshot. If a public version of the map isn't available could someone DM me? I definitely have permission, but I understand if it's no longer a public file. Just as proof of Jedi Academy >> Star Wars Battlefront II conversions by me: https://www.moddb.com/members/teancum/addons --- I've also converted many of your community's great player models and weapons
  9. Nice conversion! Have you tried to compile yet? I'm curious how it will handle all the KotOR pieces.
  10. My only major critique is that the shadows are completely black. No shadow is like that.
  11. Thanks for this -- listened to it like a podcast. Those guys were chatting like old friends being reunited after years apart. No wonder these games are absolute gold.
  12. https://github.com/Gaukler/Blender-ALAMO-Plugin
  13. The X-Wing Alliance upgrade project has a model that's really quite good. There's a program out there called OPT23DS (I think that's it) that can convert the OPT model for you into 3DS, and from there you can convert to MD3 in Blender. Just be sure to get permission from the author. https://www.xwaupgrade.com/index.php?action=screenshots&id=85
    This is a fantastic kitbash by ZelZel. It captures the likeness really well, and I didn't see any issues with weighting. The only suggestion I would make is to combine some of those UVs so that there's less texture usage, but that's minor. Also team skins would be nice, but not necessary. Maybe make the spiky shoulders red or blue.
  14. Bit late to the party here, but I thought the author of JKTouch kept his source code closed. Obviously you're not supposed to do that, but I recall that being the case when they were first released on Android.
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