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Corto

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Everything posted by Corto

  1. 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.
  2. Blender is really good, I've been testing it. It still no match for Softimage, but it's on par with Maya and Max as far as modeling tools concern. Getting exporters for the of the 3d formats used in JO/JA would be a big step forward.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. @ 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.
  8. 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.
  9. 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.
  10. @@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.
  11. Well, whatever you learn with Mod Tool will also be useful for UDK if you wish to make the jump.
  12. 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.
  13. 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.
  14. 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.
  15. 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).
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. Well... I tried running jedi outcast on openjk and ran badly. So I figured I would just go for the clean jk2code.
  25. 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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