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Posts posted by Corto
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Hahahaha. As much as I would like to see that project finished I think it's unlikely to get finished, even with me at the helm. It's possible, but unlikely.
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@@minilogoguy18 is right. And you can save the sequences and go back whenever you feel like you can improve your animations one way or another. Just think that every piece of animation made for Jedi Knight 2 was keyframed since Raven didn't have mocap equipment at that time. Again, everything you learn with Mod Tools will prove to be useful if you wish to move on to Unreal or Crytek since you have addons for those two engines too.
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Well, whatever you learn with Mod Tool will also be useful for UDK if you wish to make the jump.
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Hahaha, it happened to me too, that's because the 3D in 1995 was very primitive, and if they level designers wanted to do something more complex than Doom, you were bound to get lost very often. Even today, when shooters aren't as straightforward as Call of Duty, you were bound to get lost.
TheWhitePhoenix and DT. like this -
The maps plans are the same as in the original Dark Forces, but every mapper introduced several enhancements of their own. I can get you the map plans.
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Well, it's very picky when it comes to loading videos as reference, but still, you can use multiple pictures to match the multiple steps of the animation, I can teach how to prepare the setup. Then you have Minilogo's amazing rig which will not only make your life easier, the quality of your animations will be much better. Once you have the basic animations blocks in place you can adjust the fcurves which control the animations and transitions to achieve the perfect feeling. You can modify the interpolation curve between keyframes until you get it perfect. There's a lot of stuff to it. Let me know when you have Mod Tool installed.
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Kata, what are you using to make your animations? Do you use rotoscopy to match move by move the movements of a real person? I recomend using Mod Tool 7.5 with Minilogo's rig and get a friend to perform whatever new animation you want to make. Film him from the side and from the front and then using rotoscopy you can match his movements. Since we don't have mocap equipment, that's the second best technique (used during by no less than Jordan Mechner to produce Prince of Persia's animations).
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Yes, it would. If I could get two committed mappers (and talented) and two committed texture artists I could see that, at least, the mod maps get finished. I think I could handle the coding needed for the weapons and the dianoga creature. We now count with conferencing tools we didn't have back in 2002, so talking about the progress and managing the project should be easier.
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I'm definitely interested in your project though, @@Corto.
Then we can continue this exchange on another topic when I have a clearer idea of what I want to accomplish. I already worked on something like this back when the MP code for JK2 was released. Stuff like steady aiming, sprint gauge, recovering life/shields, overheating weapons (much like Mass Effect way before Mass Effect was even out), etc. For those who enjoy shooting more than wielding lightsabers all the time, it gave us a more strategic and smart game play. I want to bring that again to the single player campaign.
Szico VII, Circa and katanamaru like this -
Oh god the "Generation COD". Please add bloody screens and achievements as well :|
There's no need for sarcarsm actually. Let's not talk about what could be done with a working source code in here, this topic is to keep us updated on Eez's progress.
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To me this is much more important to me than visual updates, despite the fact that all my mods are aesthetic.
You made me laugh. I recently installed JK2 again (I already had JKA but it sucks) and still find it very enjoyable, suffice to say it's the last game that makes you feel like inside Star Wars. I even think the textures are not so bad if you pump everything up. The game needs and update on the game play side and in the 3d models and it could be quite a new experience without going through a complete overhaul process.
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Well, you didn't have to do this, but I really appreciate this. All I wan't to do is create a more "Modern Warfare" experience for Jedi Outcast. Gameplay wise. I'm not going to do anything with the rendering.
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Update: Compiled the .dll in Release and I'm still getting a terribly laggy performance when I had a flawless gameplay with the original dll. I guess it's because of what you said about not being 100% jk2 friendly.
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Great, compiling in Release. What do I do with VFX code? Do I have to replace parts of the code I downloaded from that website? I'm running with the set com_jk2 1 already and I can live with a few menu items missing. I'm going to use this code instead as you advised.
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Well, I managed to run JK2 with the jasp.exe but the game ran slow, I couldn't see any vfx and some menu items where missing.
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Well... I tried running jedi outcast on openjk and ran badly. So I figured I would just go for the clean jk2code.
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Hi there. I'm trying to do a test build of the Jedi Outcast Solution that came with the full source code and no joy. Which version of Visual Studio or what do I have to do to clean those errors and be able to build the entire solution? Thanks.
PS: I'm not using OpenJK. I want to use a clean source code to start testing ideas.
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Can I run JK2 from the JKA code with the regular jasp.exe file or is this only possible with the OpenJK code?
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Of course he does. I taught him .
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Is time to up the ante, let him do his homework. There's always time to cut down the polygon count and with Softimage it's easy and he doesn't even have to do more than collapsing edges, the UV and envelopes are kept intact.
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Challenge accepted. Gooood, gooood my young apprentice. Remember, don't slack on the geometry topology wise, don't go as far as carving small vents, rivets or cracks, but model everything you can. Make this a kickass, Rogue Squadron quality model.
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This one looks like the kid with his head turned upside down from Family Guy. Now, Pablo? Really? Why not Jose Jill?
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Use the knife tool if you want to make perfect cuts, you can then bridge the polygons. But in order to keep your topology I can suggest you use a plane and snap to plane. Make a plane in the angle you need to for the front part of the cockpit and then move your vertices using the corresponding axis restriction and snap to plane. Then, while keeping snap to plane, restrict the movement to the other two axis and work around the inverted T shape in front of the cockpit and the hath on top of it.
I hope this simple drawing helps illustrate my idea:
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Moonbase Labs
in WIPs, Teasers & Releases
Posted
I hope you can forgive if I sound too ignorant, but... what are you using to make the map and what game are you running the map on? I'm asking this because it's too detailed to be radiant and looks too good to be JK2 or JKA.