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Posts posted by Teancum
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Thanks. I don't understand why people can't learn to go through the proper channels. Even when people throw out the "It's all property of Disney anyway" line they're just using it as an excuse. It's about respect for the fact that others worked really hard on their content. We all realize we hold no copyright claim, but we put hours and hours into our work and don't want our thunder stolen from us.Yes, that's correct. It wouldn't matter if it was a port in that case either. If you try to release a part of a mod without permission on JKHub, we're going to have problems.
There's more to it than that, obviously, but I like your policies. We run similar policies at Gametoast.
eezstreet and TheWhitePhoenix like this -
So to clarify -- as a small part of a much larger whole. Makes sense as that basically is the same as US Fair Use Copyright Law.As long as what is uploaded is not the whole model and nothing else, you are fine. If you were to upload the Darktrooper model here, it would be denied. If you were to include it as part of the Dark Forces mod and upload the Dark Forces mod, that mod would be fine.
TheWhitePhoenix, swegmaster and eezstreet like this -
@@DEVISS -- unfortunately like at Gametoast this is from a newer game without the EULA that allows porting. They won't allow this file here, either.
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I might be misunderstanding whether the updated EULAs play into this. I have a Phase II Dark Trooper from Empire At War and a Phase III from the cancelled Battlefront III. Both are part of the Dark Forces mod, and both have been properly credited to the original developers/Disney Interactive. Should I refrain from uploading here?
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The original game publishers probably have a different view on the matter in their EULA. That's what you should base your "legality" on.
So you're still free to do as you please, but in terms of legality it's not
To be fair, the EULA has been updated. See http://store.steampowered.com/app/32430/
swegmaster and TheWhitePhoenix like this -
Also got an updated version of the Executor. Man, major leaps in progress have been made by getting these source files!
TheWhitePhoenix, swegmaster and KyleKatarn1995 like this -
Ah -- I don't think you can hide in a specific view only.
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Yep. Click VIEW --> FILTER. From there you can hide specific types of things. Each type type also has a shortcut command listed there.
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Just got several map sources from @@hhunter6 -- most of them are the same as what I have or close to it. Some just have fixes and optimizations, but Nar Shaddaa is really far along. That'll help immensely. Posting screenies. No enemies cuz I done killed them all before thinking about taking screenshots. I'd say the geometry is only about 60-70% done, but what's there is totally complete, including finishing work. All the enemies have waypoints, lights are in place, finishing brush work, etc.
yeyo JK, hhunter6, Barricade24 and 8 others like this -
well, thats good to hear
, and have you already shared the map? i wondered that because you gave the framerate warning
I haven't, but you can see the FPS in the corner of the screenshots.
swegmaster likes this -
what framerate? because the map crashes for me everytime with the 2nd backup
, and this is on a fresh 2nd build backup, as well as replacing all dlls, i don't wish to bug report, but do you know anything about this @@Teancum?
This isn't the same map. I completely scrapped the exterior of that version because of the crashing, which is also why I needed the break. After starting the outside over again I think it looks much better. The outside walls look closer to the original (might still swap textures) and I like the way the ice canyon walls surround it.
swegmaster likes this -
IMAGE DUMP TIME!
Still VERY work in progress, but this is an improvement over the old version, yes?
**Ignore the framerate. I haven't done a -vis pass yet, so that will improve.Lancelot, swegmaster, Jeff and 3 others like this -
There's a quite good reskin of Qui-Gon Jinn as Cin Drallig here: http://mrwonko.de/jk3files/Jedi%20Academy/Skins/Star%20Wars/60286/
No idea where you'd find a Jocasta Nu model.
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thanks. I know I am pretty grumpy but I do appreciate your help. I just become so frustrated recently that I need to take time away.
swegmaster, TheWhitePhoenix and Jeff like this -
Posting another backup. Again, please remember this isn't a beta or anything like that. It has everything up until I started having troubles. I think it's dated May 25. It doesn't include the new Dark Troopers or Jan that I know of. Just posting on the web so I have an alternate backup. I need to take another break as my maps build fine but they won't load in-game, staying at roughly 1/3 loaded and then eating a ton of CPU cycles and memory indefinitely.
Again -- NOT A BETA. It's just an online backup that other people can play around with. DO NOT REPORT BUGS
gabtrucker and swegmaster like this -
So given the progress I lost in my maps -- a few days -- I decided just to go ahead and totally rework the Robotics Facility outside. While I haven't tested it in-game yet I can say it looks so much better, and much more true to the original. Pics to come once I have it in game and lit properly.
Jeff, swegmaster, TheWhitePhoenix and 1 other like this -
I always took it as the shirt he's wearing in JK. We can't really see his right shoulder, so who knows exactly.
Maksman likes this -
Lost a few days work being a little too hasty with the delete key. Good thing I have network drives. I have set all my DF folders to backup onto the network drive around 1AM each morning while I sleep. Now I can have it backed up without the headache of using some online subversion system.
swegmaster, TheWhitePhoenix and KyleKatarn1995 like this -
Thanks, but as I said above I'm not going to add it unless it has proper icons -- not just repeats of the head. It needs to look like the species customization (proper icons for head/torsos/legs) for me to bother adding it. That's the part that's more time consuming. The skin text files are super easy.
swegmaster likes this -
Just be sure to give it proper icons like the default game. I don't really have time to do extra ones on my own.
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Thanks @@Ramikad - that was it. Here's an example from doomgiver.shader for anyone else who wants to see.
textures/doomgiver/forcefield { qer_editorimage textures/doomgiver/energything.tga surfaceparm nomarks surfaceparm nonsolid surfaceparm playerclip surfaceparm shotclip surfaceparm forcefield surfaceparm trans q3map_nolightmap { map textures/doomgiver/energything2 blendFunc GL_ONE GL_ONE rgbGen wave sin 0.65 0.35 0 0.2 tcMod scroll -1 2 } { map textures/doomgiver/energything2 blendFunc GL_ONE GL_ONE tcMod scroll 2 1 } }
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I suppose so, but I don't have much in the way of customization to work from. It looks like just four skins. I suppose if people wanted to do the white Imperial Security Bureau uniform that might be one more.
Hmmm.... I tell you what. If someone makes that model a "species" that you can customize for regular JA -- complete with proper icons, I'll add it to the mod.
KyleKatarn1995, TheWhitePhoenix and swegmaster like this -
All of those are included with JO Kyle -- any alternate JK/JO/JA skin I can get permission for that's quality I plan to add. I was toying with the idea of adding tint back as well. That way DF Kyle can have his jacket tinted to a handful of colors and the different torso choice would be for the shirt/armor he is wearing underneath. For JO Kyle it would probably be the shoulder pauldron. If I do that I'm going to put the team color JK Kyle outfits as a separate model so they can have different tints from regular JO. Space is at a premium so I can't add a ton of them:
**IF** I add tints, here's the color scheme for them:
- DF Kyle's Jacket, JO Kyle's shoulder pauldron: Grey, Black, Light Brown, Dark Brown, Red, Blue
- "Team" JK Kyle, some of the multiplayer JK Kyle clones like Rugar: Red, Blue, Gold, Green, Orange, Purple
TheWhitePhoenix, swegmaster and KyleKatarn1995 like this
**OFFICIAL** Dark Forces Mod revival topic
in WIPs, Teasers & Releases
Posted
Thought I'd give a general update on where we are. It's kind of hard to see what stage we're at when I'm always bouncing around with different things. So listed below is basically everything needed after the last release.
MODELS
MAPS
CODE AND SCRIPTING
Also here are some Executor screenshots, because why not?