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Everything posted by Teancum
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A Quick Refresher on the File Uploading Rules
Teancum replied to eezstreet's topic in JKHub Feedback & Help
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? -
To be fair, the EULA has been updated. See http://store.steampowered.com/app/32430/
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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Also got an updated version of the Executor. Man, major leaps in progress have been made by getting these source files! -
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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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
I haven't, but you can see the FPS in the corner of the screenshots. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
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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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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 -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
I always took it as the shirt he's wearing in JK. We can't really see his right shoulder, so who knows exactly. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
Magnetically sealed walls? (projectiles bounce off)
Teancum replied to Teancum's topic in Modding Assistance
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 } } -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
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 -
So I'm at the point with Nar Shaddaa where the original level had some magnetically sealed walls for projectiles to bounce off. Is there a specific brush type or shader property for this? I know the bowcaster's secondary bolts are magnetically sealed, but I haven't seen anything for the surfaces themselves.
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I think that's a fair answer. I hope others respect your wishes as well. Admittedly I did download everything just to check it out, but I won't share it per your request.
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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.
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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
True, but I can't send it a snd parameter based on who you select. And in the end its just pain, jump, etc. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Neat idea, but I'd have to actually code that ability to do that.