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Corto

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Posts posted by Corto

  1. I still don't understand what's the obsession with 2k and 4k textures. Not only it's overkill and the loading times are probably going to go to hell, it's not necessary at all. Texture size has to be decided in a case by case basis. Some textures may need doubling others even more depending of the space they're covering, but going straight to 2k or 4k without drawing finer or new detail in them (re imagining the textures), makes no sense at all. The guy "remaking" the game in Unity is going to have a hard time getting that out the door. Besides, what's the point of mentioning the release of the source code if you're using a completely different engine?

    eezstreet and Mr.Zz like this
  2. I don't understand. What exactly is in high resolution? Your screen? Besides those random panels with normal mapping (which JK2 doesn't have by the way), the rest doesn't look "HD". I know you probably just started this idea, so there isn't much to criticize, but try to take this advice from someone who has had his fair share of project management (mods, games and at work): don't show anything until there's something solid to show for. Also, I would suggest your combine efforts with @@Syko (his thread is over here http://jkhub.org/topic/2035-jedi-outcast-high-resolution-texture-project/) in order to redraw the textures in higher resolution (it pains me that he's making the new texture size to 4 times the original size, but it's his project and I doubt he wants to listen anyway). There's no point in remaking the levels if the textures are going to look washed out like the originals. Again, please don't take this the wrong way, I don't want you to get frustrated in vain.

  3. Hahahahahaha, nice list of tutorials. I have some of the myself. Sometimes you have to watch through hours of tutorials just to find out about a new nice trick. But what I posted is about painting skin tones, nothing to do with XSI. As good as Softimage is, you can't rely on it for everything.

  4. I can suggest you get the Face Modeling Gnomon Workshop by Mayan Escalante or just put face modeling in youtube, I'm sure you are gonna find some decent to good tutorials. Also, don't let this bring you down, nobody started as a professional. I would keep trying to remake the head until I get it spot on. Don't settle for less.

    ChalklYne likes this
  5. I started with the X Wing series. There were some asset utilities that let you modify ships stats, create missions, etc. Ever since then I tried to modify any game I liked a lot. I started learning 3D with 3D Studio R4 for DOS and I even managed to put a model in the first Jedi Knight game (it sucked, but it worked). Then I did stuff (maps and models) for Vampire The Masquerade: Redemption. When Jedi Knight 2 came out I decided to start sharing what I did and I got very good reviews. I still remember when I submitted my Jango Fett in jk2files, the review included something like "and I still can't find my jaw". Also, I was the first one to figure out how to compile new gla files and I showcased it by doing a rather obscene animation with a stormtrooper (of which I'm not proud). Ever since then I've been on the spotlight until I disappeared shortly after the Dark Forces mod was canceled. Right now I only do stuff for JK2 and Valve Games.

     

    I met some great people in that time. I had the rewarding experience of teaching a couple of them enough of what I know to set them on the right path. One became very proficient with Softimage rigging tools the other one is currently working for Disney. I became Nathan Drake. Now I should get a job at the business. 

  6. Everybody will benefit from higher polycount models, higher resolution textures and better gameplay mechanics. I was just pitching and idea in, just read carefully what I wrote and don't jump into conclusions. Moving on to another engine would complete defeat the purpose of this forum and all the expertise with the current tools everybody has, so I think that's out of the question. If I wanted to start something in Unreal, I wouldn't be here sharing with you guys.

  7. Also, and I don't want to take this thread farer away from its original topic, is a good chance to introduce new gameplay mechanics, show some mapping and modeling skils and there's also room for some voice acting if someone wants to pitch in.

  8. I read you guys and we all seem to agree that bringing JO up to date, even if the coders can't get a new renderer to work in there, would be great. I'm playing through JK2 again and the brushwork and level design can be improved a lot without the need of fancy lightning or normal mapping. On the other hand, I see so much talent and dedication and I cannot stop thinking, why redo something that's already done instead of making something completely new, something that reads originality instead of "what you did, we can make better"? I looks like we are only a handful of modders left for this game, most of them already moved on with their lives or to another engine to show up how much detail they can cram up into a single model, I say we open up a thread and discuss what we can do, Star Wars related, as a standalone and original project. Maybe something based on the original trilogy, Pulp Fiction style (multiple stories crossing each other), including not only  light sabers but also short stories about Han and Chewie, old Obi Wan, Luke and Biggs, Boba Fett, perhaps a flashback with young Anakin. I thinking about something that shows/explains some things from the movies that already were there but you had to find out about in comics or novels. There's a lot to work on in there. Think about it.

    ChalklYne and Circa like this
  9. Dark Forces as well as Shadows of the Empire, had stories that ran in parallel with the original trilogy. That and the fact that I was shocked when Dark Forces came out make it my favorite of all. Besides, I don't like what the force does to people.

  10. I haven't touched radiant since 2002. I have been working with hammer though, making a map for Left 4 Dead. Say, is it possible to use more modeled geometry instead of trying to build detail with radiant? Would that speed up the mapping process provided you have the assets? Much like unreal static meshes. Nowadays most maps are made mostly of static meshes and less brushes.

  11. @ you're most right. I think several things can be done to even improve the demo with the source code. I would like to go back and redo the dianoga creature, now with proper animations and AI behavior for starter. Then there's the weapons. And perhaps someone could cook up a new map or so. It doesn't matter if the progress is very slow as long as there's progress. I have the source assets, so whoever wants to resume the work, we can start talking about it. We'll see.

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