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Teancum

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Posts posted by Teancum

  1. 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

    • Jeron Fusion Cutter - 30%
      • Using the cancelled Battlefront III model. Model is obviously complete, but has not been converted
    • Mortar Gun - 90%
      • Original model is complete. Some users have suggested using JK Galaxies' weapon. Since I haven't checked with the JK Galaxies staff to even see if that's possible, we'll call this 90%
    • Assault Cannon - 0%
      • The DF team's model is giant and clunky, and clips weird in widescreen ratios. This one will need a full remodel.
    • Phase II Dark Trooper - 100%
      • @@Jeff converted the Empire at War: Forces of Corruption model, then added the Jet Trooper's legs. He then adjusted the texture color. Model-wise it's perfect!
    • Phase III Dark Trooper - 100%
      • Converted from the cancelled Battlefront III game by @@Jeff. Looks great!
    • Kyle model(s) - 90%
      • Need the DF Kyle kitbashed as an alternate head for the JO model, and vice versa
    • General Mohc - 30%
      • HapSlash's original model was found, but it needs rigging, caps, and whatever else people who rig models might think it needs. Technically speaking it's a cutscene-only model, but others might want to use the model in multiplayer, thus the 30%. As far as "official" mod status it only needs rigged, so I'll call it 75% as far as that's concerned.
    • Jan Ors (Dark Forces) - 100%
      • Completed by the amazing @@Jeff
    • Moff Rebus - 30%
      • A decent placeholder is used in a reskinned Rax Joris, but something unique would be cool
    • Crix Madine (prisoner) - 50%
      • The regular prisoner model would be fine aside from the head. For the head Luke's head model could be flipped on the X axis, making the hair flow in the opposite direction. From there we just add a bearded face that isn't Luke's and we've got a decent Crix analog. Although Crix would not have facial hair as a recently jailed Imperial officer, so maybe clean shaven? That's how they depict him in Dark Forces.

    MAPS

    • Level 7 - Ramsees Hed - 65%
      • Needs scripting, AI waypoints, detail work and optimizations
    • Level 8 - Robotics Facility - 60%
      • Needs exterior details, AI wapoints and optimizations
    • Level 9 - Nar Shaddaa - 60%
      • Level needs finished, but what's there is 100% complete (AI, scripting, etc)
    • Level 10 - Jabba's Ship - 50%
      • Level needs finished, but what's there is mostly complete (AI, scripting, etc)
    • Level 11 - Imperial City - 5%
      • Nothing is there except the initial landing zone
    • Level 12 - Fueling Station - 15%
      • About 25% of the geometry is done, but the center "wheel" of the station is askew, so much of this will have to be remodeled.
    • Level 13 - The Executor - 75%
      • 95% of the level is complete. Only a few optimizations are needed. But there are no enemies, and no scripting has been done
    • Level 14 - The Arc Hammer -   2%  
      • We have a single room, the pod that you ride over in from the Executor, so not even 10% complete

    CODE AND SCRIPTING

    • Engine - 80%
      • Weapons need to be coded as separate from JO/JA weapons the player uses. The Fusion Cutter will be WP_JAWA, the Mortar Gun WP_RAPID_CONCUSSION, and the Assault Cannon as a new WP_
      • AI code for Dark Troopers needs updated and improved
    • Interface - 80%
      • Improvements needed for Kyle customization

     

     

    Also here are some Executor screenshots, because why not?


    UwCWA8w.jpg
    Ai49LT3.jpg
    pe2XBPo.jpg
    UT9hhRg.jpg
    vle1gAP.jpg
    bjkhRbz.jpg
    NoQwBKc.jpg

     

  2. 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.

    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.

     

    There's more to it than that, obviously, but I like your policies. We run similar policies at Gametoast.

    TheWhitePhoenix and eezstreet like this
  3. 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.

    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.
  4. 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.

    1Iq2ajT.jpg
    nkbqABQ.jpg
    slJ0VgT.jpg
    yeXxmuJ.jpg
    IWPr2rs.jpg
    mDGLnAe.jpg
    FkWbRek.jpg

    Daniel, hhunter6, yeyo JK and 8 others like this
  5. 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
  6. 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

     

    https://www.mediafire.com/?83cch9nn3n3aqyw

    swegmaster and gabtrucker like this
  7. 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
        }
    }
    
    
  8. 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.

  9. 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
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