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Everything posted by Teancum
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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Power failure while updating the file. Luckily I still have all my map sources and source code for the DLL. I lost all the UI updates and character updates I did, though, and I can't do anything until the files come back online unfortunately. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Well wonderful. I just lost tons of work due to my PK3 becoming corrupted. Talk about a motivation killer. I don't have a backup of the original six-level demo and the downloads are down, too. Ugh..... -
No doubt it could, but that seems a long way off considering the first two levels are only very partially finished.
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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
So I've been banging my head against a wall trying to kitbash JO models (Mercenary Kyle is a JO model, so I had to do the rest that way). Then it hit me. Rather than kitbashing, what if I make the way the code references "species" different? The stock game looks for playerchoice.txt in the models/players/[playermodel]/ folder. For the Dark Forces mod it will simply look for kylechoice.txt. This means I can swap out Kyle models, but it won't load the default species. It saves me lots of headache with kitbashing, too. -
No Aurebesh? Still, useful stuff for readability and it's a bit of fun, so thanks.
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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
So great news, I may be getting a job at a software production company! I just finished my second interview on Friday. If I get the job it will be a full time position building VR simulations with Unity. That being said, I plan to make things even more efficient in the mod: So the more I think about it the more I'm not ready to do two different ammo types for the Assault Cannon. It's so terribly involved.to create a whole secondary ammo set, run that in the HUD, etc. The Assault Cannon will now run plasma cells (power cells). The secondary fire will behave like a rocket, but will be a blue burst of energy. Both firing modes will include bonus damage against droids and armored power suits (I.E. Dark Troopers) to compensate.The Jet Trooper will stand in for our Phase II Dark Trooper. Now that Disney Interactive stuff is fair game I plan to convert the Empire At War Dark Trooper, but that's much further down the line.I've started kitbashing Kyle with his JO/JA counterpart. -
What specifically do people want from this? It sounds like the UI/menu system is the big selling point. That can be recreated easily enough -- as far as function goes. It might have different graphics, but doing the rest isn't overly difficult.
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Shaders will have to be written, unfortunately. But if you want to select from the textures, do it from the drop down menu at the top. Select Textures --> newmots to load them up in the editor. They will need to be added to the same folder as wherever you told GTKRadiant JA is installed. I told it /Games/Jedi Academy/ (instead of /Games/Jedi Academy/GameData/ as I didn't want this in my default game directory). So in my tools my textures go in /Games/Jedi Academy/base/textures. Note that it creates the /base folder for you if there wasn't one already. Your maps would go in /base/maps.
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Updated EULA Regarding Porting Content
Teancum replied to eezstreet's topic in JKHub Feedback & Help
@@eezstreet broke it down in the first post, so I'll repost what he's written and try to break it down a bit simpler: No offensive mods can be made (racist, pornographic, the list goes on)Technically Disney Interactive owns the rights to user-made levels, and now they reserve the right to promote them if they wantYou can't charge money for mods, and you need to make your own content (don't steal content from other games)... with the exception ofWe may use any content from games under Disney Interactive (though I'd keep it to Star Wars), but in doing so we give all rights up to Disney as far as ownership goes -
All the MotS textures are done -- at least the large part of them. They're in /textures/newmots.
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Updated EULA Regarding Porting Content
Teancum replied to eezstreet's topic in JKHub Feedback & Help
So I checked and pretty much every Star Wars game on Steam has this agreement, so that's good news. -
So I'm done messing around with Altyr 5 (the first level) for now. I've added basic lighting, fixed a TON of map errors, and added in a little AI. It was a fun distraction, but I need to move forward with the Dark Forces mod. An updated version of the level will be released (in PK3 form) along with all the original readmes. Just run it in a subfolder like any other SP mod. I make no promises with this level, I was just messing around. If JKHub staff wants to upload it officially, that's fine. Playable mod files and .MAP to be uploaded soon. **EDIT** https://www.mediafire.com/?zkb4q7b5rhe0mb7 -- Altyr5.map file http://www.mediafire.com/download/mpxj9ld93cb39tu/mots_altyr5_prealpha.7z -- Updated build of mod (well, the first level anyway) with all readme files intact
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Updated EULA Regarding Porting Content
Teancum replied to eezstreet's topic in JKHub Feedback & Help
I want to let out a HUGE hoo-rah for this one. I really don't care about who owns the rights if Disney Interactive lets us port stuff back and forth. They can own all the rights to my work if I include some of theirs. I'm not in it for the fame anyway. Makes me wonder whether other games have been updated too. When you think about it, it's a really smart clause. It basically is a "you can use our stuff, but then we can use yours" kind of deal, except you relinquish ownership. Which, to be fair, would already apply to 98% of mods out there, since they're Star Wars themed anyway. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Sweet. I wish I knew how they spruced up the rest of the tracks the first time around. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
I wasn't really planning on any new music to be honest, but I'll check it out. Where did it come from? -
The amount of detail the JA community puts into their models is staggering. Incredibly staggering. Coming from Battlefront we don't worry about so much detail, given that you rarely see it. Props to you.
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**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
Yeah, I'll say that for all the remaining levels except Jabba's Ship the builds were WAY further along than what I have. Unfortunately that means some of the awesome features didn't make it in. Still, I guess continuing with what we have is better than nothing, right? On a better note I heard back from Darth_Linux about a week and a half ago. He said he contact the person who wanted to take over the mod when he stopped in 2008, and if I didn't hear from in a few weeks I can officially take over. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
No. The layout is different (better). But there aren't many clues as to how they wanted to do objectives, keys, stuff like that. I thought about doing a public release of that level to help me figure it out. -
**OFFICIAL** Dark Forces Mod revival topic
Teancum replied to Teancum's topic in WIPs, Teasers & Releases
I've resumed work on level 8, the Robotics Facility. I've started to build out the descent into the area where you plant the explosive charges. I'm also working out exactly how you'll work through the upper floor to progress. It's very different from the original game, so I have to come up with ideas that adapt to the new setup. -
In case you weren't sure, to scale things up, CTRL+SHIFT+LEFT CLICK on a surface (it will turn red). Next hit S to bring up the Surface Inspector. Adjust H Scale and V Scale as needed.
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I've got Altyr 5 running, so don't worry about that one. As far as that glow, check to be sure asteroid_crust.shader is in the right place.
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Which map is this?
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For testing the level without lighting (fastest) just use Q3Map2 (single) BSP -meta. If you want to test lighting, the fastest way is to run that first part, then once that is complete run Q3Map2 (single test) -light -faster. If you want a more final style compile use Q3Map2 (test) BSP -meta -vis -light fast -filter, and on your very last compile before you release something select Q3Map2 (final) BSP -meta -vis -light -fast -filter -super 2 -bounce 8. I would run that last one overnight, it takes a really long time depending on the complexity of your map and how fast your PC is.
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It does indeed feed in from the current player model set by the player, so as far as that goes I'm not really sure how to display a character that isn't currently the player model from jaconfig.cfg. Basically in your second pic you'll need to have a .cfg file for each character icon. So if you click on Bastila you'll have a line that says "exec bastila.cfg" which will set the player model and skins. Then you jump to one species menu without the species button and you're done. But yeah, you'll need a config file for every single character you add. The good news is you only need one "species" menu.
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Awesome! I loved this map back in the day.