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Teancum

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Posts posted by Teancum

  1. Got it, @@DT85 could you remove the link? We still want to go forward with the mod, it's been slow but moving, would rather keep the content private until release.

    It I might be so bold -- why? I get that it's all very work in progress, but JKHub has excellent licensing policies for modders to keep content from being stolen, and it might serve to drum up some additional interest. Regardless it's really your mod, so take my feelings with a grain of salt. I'm not trying to make any waves.

    swegmaster likes this
  2. Not to steal the thread, but you know what tutorial would also be nice? Weather in maps -- specifically setting up weatherzones, inside and outside brushes, etc. I can't seem to find a good tutorial on it. I've got weather working, but I can't get it to shut off for my inside zones. Also, it'd be great if there was a note on fog as weather, but I think the existing tutorial for custom weather covers that part, I'll check.

    TheWhitePhoenix likes this
  3. As far as I know, they haven't. I don't remember seeing them in the source files for the 2008 build anyways.

     

    Teancum, you can correct me if I'm wrong. I don't have the source files anymore that I can find on my local drives. I think they were in the progress of making a model? In either case, a Kell Dragon is needed - so that Kyle can beat it to death with his fists. :P

    Correct, they never made a Kell Dragon, so I've been using a rancor. Given that you only ever see them on Jabba's ship I'm kind of okay with using rancors instead. It seems like a lot of work what with both modeling a non humanoid and then creating an all new animation set. Right now on Jabba's ship you just run from the rancor.

     

    @@Jeff -- top notch, dude! Excellent work as always.

    Omega likes this
  4. I wonder if it's possible to port the DF2 enhanced models over to JKA?

    They would have to be rigged to a skeleton as they don't use one. Back then it was literally just a bunch of smaller meshes inside a model floating around to keyframes that made it look like one model. Here are Jedi Knight Enhanced's Pic and Gorc. The might be too low poly but they'd serve as an excellent reference. If you wanted a 3D reference you could import these 3DO files to any modeling suite. I'm not personally asking for them to be made (Jeff's already doing so much for me!), but here's a fully 3D set of references.

     

    http://www.jkhub.net/project/show.php?projid=242&section=downloads

    Jeff likes this
  5. NICE! That looks great! Hey I've been meaning to ask you a few things:

     

    1. Is it difficult for you to kitbash multiple layers? Like with Kyle, is it easy to get Outcast Kyle's head on Mercenary Kyle and vice versa? I'd love it we could do a few characters that were customizable via turning surfaces on/off like the default species. I don't necessarily want the Kyle bodies merged, but the optional heads would be nice. If they were merged I think there would be too many torso customization options.
    2. Feel 100% free to say no to this -- but what do you think about kitbashing the JA rocket trooper's legs onto the Phase II mesh. I think it would beef it up a bit more, and the original texture you modified could possibly be remapped to the legs.

     

    Also everyone... guess who's going to be an easter egg. It'll be a static model (no AI or animations), but I thought this little guy would be fun. I already know where I'm going to put him, but I don't wan to spoil it so I won't give it away.

    project-242-XOL47UR2OL.jpg

     

    Also from that same project (JK: Enhanced) I get to use a few items:

    project-242-dPRqSg2efs.jpg

    The Revive (third on top) can be used if I ever want to make an Icarus-scripted powerup. The backpack (middle bottom) will be used for getting Kyle's gear back on Jabba's ship. I'm thinking about using the keys, too and seeing if I can make them something you can pick up. Wish I had a way to make a third key, though. In JO/JA there are only two kinds of keys.

  6. So I figured something out that veteran mappers probably already know. If you set a misc_model to "solid" it'll compile as BSP data, right? Well I might just use this trick to make much simpler, yet detailed, canyons for level 8. Basically you compile, then once you get the layout you want, use the decompile feature of q3map2 to decompile your bsp back to a map file. Now those models are BSP data as a bunch of single-sided brushes. You just delete what you don't need and you've saved a lot of effort.

     

    'Course it's really only useful to an extent. If you overdo it you'll get compile errors.

    TheWhitePhoenix likes this
  7. Thanks to @@Jeff for the Phase II. Just got it and I'll be adding it tonight.

     

    @@KyleKatarn1995 -- I don't think Luke's shirt would fit well. Remember Moff Rebus is kind of fat.

     

    I think this guy's body (remove the tattoos, add hair) is a great model for Moff Rebus. He's the right build, the right age, and he's wearing the right shirt. I agree with Jan's goggles, but maybe have them up in his hair, as it would probably look weird otherwise.

    3763648492_c7a6011d81.jpg

     

    Welding goggles like this might work well. They'd fit in universe, not straight rip off Jan, and the forehead position would let us see Rebus' eyes. It's all up to @@Jeff though. I trust his judgement.

    161205108033_1.jpg

     

     

    ***EDIT***

     

    Hmm, with Moff Rebus being a weapons designer, maybe I should put the disruptor rifle or fusion cutter in his "fortress". This is a number of years before Jedi Outcast, so we could say maybe Rebus designed the prototype?

    KyleKatarn1995 likes this
  8. why do the xbox code? isn't the first xbox discontinued?

    Because my buddies and I keep a bunch of them for quick and easy LAN parties. It's lots easier than lugging around a bunch of PCs.

     

    On a different note, how about a few VERY Work In Progress screenshots? Below you'll see the start of the robotics facility weather system, a second Phase II fight, a close up of the Phase II's height (still the rocket trooper model) for size comparison, and the debug message you'll get upon "completing" any level that isn't finished yet.

     

    a34gGL4.jpg

    dsB2ivM.jpg

    biB3jOI.jpg

    bA6Urgc.jpg

    0FVYVC0.jpg

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