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Teancum

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Everything posted by Teancum

  1. No, Pandemic's engine is terrain-based. There's no such thing as a leak there. Basically if you want a modeled/indoor map you make the meshes in a modeling program, then import them as objects. It's so much easier to use, but admittedly doesn't fit this kind of game all that well.
  2. I'm not at all involved with this besides being a cheering section, but I wanted to let the JK community to know about this. Since it's been discovered that the EULAs were updated to allow porting between Star Wars games, the community is porting what they can from Free Radical's Battlefront III. Some info Pretty much every texture has a specular map. SWBF2 supports specular, so it makes the models look that much better.Coruscant is the only map being ported right now. It's been recreated from the collision models that also happened to have UV mapping.Other maps have collision files we could use, but Coruscant was the only one that had all the models origins relative to where they should be. Other maps have them all centered at 0, 0, 0 apparently. If I weren't working on the Dark Forces mod, this is mod is where I'd be as I have a lot more experience with Zero, the Battlefront engine. If you're a fan of the Battlefront games or just want to give some love to such a project drop on over to the topic below at Gametoast. We're a great community like JKHub, but we're dedicated to Battlefront. http://gametoast.com/viewtopic.php?f=29&t=32209 Incidentally let me self-plug some of my old projects: The Battlefront Conversion Pack, which converts over every SWBF1 map, adds additional maps, a KotOR era, new heroes, modes, etc: http://gametoast.com/viewforum.php?f=39 The Xbox mod, which does almost the same thing on a console http://gametoast.com/viewforum.php?f=75
  3. Yours is high on the list of I-wish-I-coulds. I love that project.
  4. Mostly correct. We could use a Moff Rebus, but now that he an Mohc won't be sharing the Rax Joris model it's not as big of a deal. For the Phase II Dark Trooper, I'd really like to use the Empire at War/Forces of Corruption version. They're a bit low poly, but for single player you wouldn't really notice.
  5. Heard that. In almost 20 years modding games using BSP engine editors like QuaRK and Radiant have been the most frustrating. It's nice that you can create whatever you want without having to use external models -- though sometimes you still do -- but the finnicky-ness of errors is beyond irritating. Jedi Knight and Battlefront are infinitely easier. Still, there's something rewarding in modding JO/JA
  6. Wow gang, my notifications bar is going crazy! Thanks for the support, all.
  7. Dunno - it's in a .max file so I don't have any tools to view it. Those are from the stock game. Mohc is already suited up in the Phase III armor when they say those lines. It'd be cool to see the helmet pushed back like the Galak fight in JO for dialogue, but that'd require re-recording those lines anyway. ***EDIT*** Maybe you're right. Some of these I thought were victory lines when you're defeated, but I think they really are unused.
  8. And also because I know a few people are curious, here's the roadmap for the next build: Finish Ramsees Hed and the Robotics Facility (levels 7 and 8). These will be beta-like builds, just like the early demos for the mod were. They'll be improved on later, but will be 100% working with objectives, etc. Replace the Fusion Cutter model with one from the Free Radical SWBF3, then return it to stock DEMP-2 behavior. I thought maybe a secondary fire with a beam-like projectile would be cool, but that'll be down the road if I bother. Add Kyle customization back. Do Jedi Outcast Kyle as an alternate model with new skins. Release a pre-alpha build of Nar Shaddaa. What does that mean? It's basically where Salv left it, but textures, lights, and enemies have been added. When you reach the end of what Salv originally built, you'll get a notification on screen.
  9. Even though I'm sounding a little "get off my lawn" and old-man like with my "I'm all alone working on this" mentality, I would like to publicly thank @ for rebuilding the customization skins for Mercenary Kyle, @@Jeff for porting the Phase III Dark Trooper, and @@eezstreet and @@ensiform for helping out with code-related stuff.
  10. Yeah, just straight up rigging that Mohc model would be great. He's for cutscenes only as far as the mod goes, so he doesn't need LODs or caps for my purposes.
  11. It'll be powerful, but I don't know that it'll be exact. The point will have it to be a one hit kill against basic NPCs, but have the damage they deal to you to be less powerful like other weapons do by default. Which BF3 model? I already downloaded and credited Free Radical & Jeff for the Phase III Dark Trooper conversion. Other than that there's the updated fusion cutter model, but I haven't decided which one yet.
  12. 1) Yeah, fixing the Phase I is on the list. I messed with it a bit, and actually melee seemed to look the best so far, but I'll fix it up once levels 7 and 8 are nearly complete 2) Yep, I have textures I don't yet have added to build.pk3, as we discussed before. 3) The Mortar Gun has already been upgraded.The Fusion Cutter issues were known and mentioned before (thus why I'm dropping the four barrel model). I won't be doing anything at all to support four barrels as it requires all new, complex trigonometry and calculus functions to be added to the core code.As far as the Assault Cannon goes, it's last on the list of weapons for now. I have the Phase II troopers using a repeater and that works really well for now. I have to be careful not to spend too much time on things that can be fixed later when there are still eight levels in total to finish.Phase II and III's will use the Rocket Trooper class, which works incredibly well for them. I don't see any reason to use the Galak mech as it's really different from what I'm shooting for And why exactly doesn't that work? If I may be so bold I'm one person with a wife, kids, and a career trying to work on a mod that several people worked on before, and with very little outside work from the community. I'll do whatever I can within reason to provide as high quality of a mod that I can while minimizing the amount of work I have to do. Sorry to be a bit bold there, but A) I don't get why "It just won't work.", and B) it hasn't revived anything. I'm still having to do all this pretty much solo. I've had some very kind contributors here and there, but I've dumped far more hours into this lately than my own job.
  13. Thanks for the Dark Trooper, Jeff. I hope I get far enough along with the DF mod to use this guy.
  14. Thanks for the heads up. I'll save him and have him ready.
  15. I'm not a big Minecraft person at all, but these are super clever. Well done!
  16. This. I've found a number of Raven's models don't have their centerpoint within the model, meaning that if you back it up into a wall brush it'll be inside a solid.
  17. Why is this even remotely a problem? It's not like we're looking at a game that has trouble running on any PC that's still working well. You can run pretty much every JO/JA map without any VIS whatsoever and not have a performance hit.
  18. Make a giant skybox that sorrounds your map, hollow it out and bam, leak fixed.
  19. Oh Riiiiiiight. That was one I made myself. I'll have to redo it. On a different note--since we can now borrow from other Star Wars games I'm going to use one of the canceled Battlefront III weapons as the new fusion cutter. I'll let people use the original with an optional patch. I'm still taking a break, but please cast your vote for which one of these four looks the best. I've added the original names from SWBF3 above them, but in the DF mod they'll simply be the Jeron Fusion Cutter. Personally I like the first one since it's already got some green on it, or the second one as it feels much more like something from Dark Forces. Imperial Arc Cutter Alliance Arc Cutter Republic Fusion Cutter CIS Arc Cutter
  20. GPChannel's Kyle skin. I'm on mobile right now so I can't look it up.
  21. Yeah, feel free to mess around. It'll be unofficial, but it's fun to mess with stuff.
  22. It's not meant to be a beta. Its a backup in case I get too busy to continue. Most of those aren't in the PK3 yet.
  23. No, you need to use my .exe to make the weapons work right. But it can run with OpenJK installed without causing problems. Kyle customization was lost in the corrupted file. I didn't put it back since I was trying to focus on level design.
  24. http://www.mediafire.com/download/lly7vbapv5hm9mb/Dark_05-18-2016.7z Feel free to mess around with it. You'll have to use devmap ramshed and devmap robotics to mess around. You can also play the very incomplete levels using the following: devmap narshada, devmap jabship, devmap impcity, devmap fuelstat, and devmap executor. Extract the game to /gamedata and run the Dark Forces exe to play.
  25. Compressing all my files now and uploading to Mediafire. I don't know how often I'll get to work on the project in the future as I've spread myself a bit too thin with projects. I've been thinking that I need to hang it up for a week or two now, and *maybe* it's time. There are literally hundreds of hours of work ahead, and I'm just one guy with mediocre skills. It's also painfully clear my skills are not up to par when it comes to mapping, and after putting well over 75 hours into two maps I don't see the skill for the details coming in any time soon. This may prove to be too much of a time sink to make any real progress, especially given the community's high standards. **Not saying that high standards are a bad thing, by the way, but I don't have the time to devote to reach those standards. The good news is that I have official control of the mod, so I give permission for these files to be uploaded to JKHub if the staff thinks it would be helpful.
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