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Teancum

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Posts posted by Teancum

  1. It wasn't as horrible as the critics made it out to be, but the fighting could get pretty clunky. We actually rented Teras Kasi several times the year it came out. My biggest complaint was that it was a ringout game in the end. The fighting wasn't seamless, but I was never great at fighting games anyway.

    the_raven likes this
  2. Probably the one thing that stands out more than the gameplay is the fact that it sounds like Obi-Wan sounds like he has a cold when he talks. That actually made the rough patches worth it, because I wanted to see how the voice actor presented "sick" Obi-Wan in the next cutscene. :D

    Jeff likes this
  3. A nice thing about both Unity and UE4 is that they have asset stores. In addition to stuff like this the actual store allows you to buy pre-made stuff to get started, and in doing so you retain the usage rights for your games. Some things are free, but if you're serious that might be a consideration for filling in some of the gaps.

  4. ...yet they still ultimately failed. Why? Because the developers eventually lost interest. Not many people want to hang around for years making a game unless you're being paid for it. The only projects I've seen stick it out for longer than 6 months are Star Wars: First Strike Mod (Battlefield 2142) & Star Wars: Battlecry (UE4), with the latter still in production and the other finished.

    This is the most realistic view I've seen yet. When you start tackling the sheer scale it turns out that 1) an extremely tiny sample of people with the patience to see it out and 2) often people dive in over their heads. The reality of it all is that we struggle to get enough people to staff major mods when a game engine and assets already exist. As cool as these ideas are, there just isn't enough manpower (and possibly talent) to tackle all this in a totally different engine.

  5. Sample versions of the Gran Male/Twi'lek Male have been released. Ignore the icons. They're a hodge podge from other projects, and I haven't updated them yet. This version is for testing only or for those who just want to try things out and not really provide any feedback. A proper version will be submitted to the files section when the time comes. I'm just releasing these now because I'm going through a bored phase.

     

    https://www.mediafire.com/?zx6frzn5700jqg0

     

    Have fun!

    Noodle likes this
  6. It's probably using a separate cutscene model rather than controlling the player model. Should be simple enough to fix if so. Depending on the situation you can set the cutscene actor model to the player's model/skin in the Icarus script. If you decompile it you can open it in notepad and make the change. I don't have MB installed, so I can't say for sure if that's the case.

     

    Regardless, what I'd probably do with all future scripts is have one that sets the player skin at the start, then have any cutscenes reference the player skin for cutscene actors.

    General Howard likes this
  7. Those screen shots don't really look much better than JK2 does with all the settings cranked up.

     

    I feel like updating the visuals of this engine would be a better approach rather than rebuilding everything from the ground up.

    Seconded. It's a noble attempt, but in the end what UE4 does is show how non-detailed the environments are when put in a modern engine. We find it quite passable in the original because it's ID Tech 3 and the level of detail we see is expected. 

  8. Personal preference, I suppose. I guess I'm a bit nitpicky and want the species button to actually change species rather than multiple types of the same one. I don't plan on pushing past the base surface limit, however. In the end surface-wise there aren't a ton more than the base models, I just mix and match between Hapslash's stuff and baseJA stuff.

  9. Just an idea, but some of the models could benefit from further customization of the head, for example, adding Jan Ors' head goggles or the Rebel trooper's helmet. 

    Great idea. The rebel helmet doesn't really work for the species I'm working on right now, but I'll remember that. I took your advice on some other things though:

     

    *Added Jan's chaps to hipsi (the "default" hips from baseJA)

    *Added Jan's goggles to Twi'lek male headA

    *Added Bespin cop's hip holster to hipsi

    *Added Kyle's collar to torsoa (the "default" hips from baseJA)

    *Added rodian's vest to hipsi

     

     

    Also, would anyone be upset if I got rid of dismemberment caps? They take up a ton of surfaces and if I just remove them I can add several more parts to the model. I haven't decided, so I'm looking for honest opinions

    Noodle likes this
  10. Started a Twi'lek male species. Here is the head by @@Luckxzs on the base species base model I kitbashed. Below that is a modified Bib Fortuna head by @@Langerd. Both heads support eyes/mouth movement, so no they're ready to go. I think I'll go much more for a jedi journeyman feel instead of the robes approach. I have to still switch out the hands for better ones and add body parts. Any requests for torsos? The default is the normal human model, so if anyone wants things like collars, belts, shoulder pauldrons, etc from baseJA models on it let me know.

     

    VoKFU5D.jpg

    msg-852-0-19144600-1492787503.jpg

    Luckxzs, GPChannel and Langerd like this
  11. So the Gran and Trandoshan are pretty much done for the initial release. Because Hapslash's jedi robes have so many surfaces I was limited on the number of combos I could do for the torso (I hit the limit). So far it works perfectly with the default version of the game, so if you for any reason don't want to use OpenJK (why wouldn't you?) it won't be an issue. Here's a quick shot of the Trandoshan. It has three head models, each with a green and orange version: the JA one (pictured), Darth Shiftee's head, and Kualan's conversion of the SWTOR head. I realize it looks lowrez, but LOD0 for this head wouldn't export in Blender, so I had to use LOD1. Still gotta clear the SWTOR head conversion with @@Kualan

     

    n6awBal.jpg

     

    Plans are to get the Trando, Gran and Nautolan for the first go-round as well as OJP's RGB sliders for the character menu. Still looking for more unique leg models to merge in as well. @Jose_Carlos has some cool legs on his Celas Nien model, so I may ask for permission to use those. I wanted to do robo-leg Maul, but I don't see that meshing very well.

    Noodle likes this
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