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Corto

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Everything posted by Corto

  1. The most difficult asset to come by are mappers. The custom models that the game needs can be easily tackled by one modeler and couple of painters (who could also redraw the level textures in parallel). The coding side can steadily done by one coder (I honestly lost practice with JA code). But mappers, that's the cornerstone of every total conversion. I think the would need at least three experienced mappers to work on three levels at one time if you want to finish the mod. The things is, most level artists have moved to UDK, Crytek or Unity.
  2. Yeah, it kind of does. Nobody felt happy shutting down the project.
  3. I was attacked by this thing at the Star Tours ride at Disney's Hollywood Studios, twice. I'm going to sue that travel agency. Now, seriously, it's looking fairly good and I bet it will look much better once you get it textured (or perhaps you already did and I missed the screenshots). Nice work. If I had the time I would model so much stuff =(.
  4. Eez, I seriously couldn't revive the project even if I had the original team at my side. The amount of work that was done just to put together the demos was astonishing. I think another guy tried to pick up where we left, but to no avail. It would require a 100% committed team as if we were making a commercial game to finish it with the standards we were aiming at.
  5. I was one of the modelers, coders and main researchers of the Dark Forces mod (also, some may remember me, I was the first one to introduce new animations into Jedi Outcast using the Raven issued dotxsi plugin together with Wudan and ASk).The problem was not the lack of coders but the lack of SP source code. I managed to reproduce every original Dark Forces weapon behavior (Including the sequential four barreled fusion cutter) but all with the MP code. We knew we could that and much more but only in MP while the mod was being made with the SP client. I would've been easier to add weapon and new creatures code to the SP than adding all the rest to MP (it didn't even have AI). So the feeling of working on a doomed project took over everybody and we finally lost interest. It was a very well organized, well connected and very professional group of work, our motivation rested upon the idea of getting the SP code soon after Jedi Academy was released.
  6. Another thing. I can make the skin templates available if someone wants to completely redo the textures. Applying filters to what's already there won't fix the current shortcomings.
  7. Hey there. I see you have my Boba Fett as avatar, it's an honor. I think Alex already spoke in my behalf (and I trust him my stuff blindly), but you can use my model for this mod and even, perhaps, I could improve upon the mesh since I've recently went back to the model and I found out I didn't like a lot of things. Also, I would like to give it a go at the main blaster he uses (can't remember the name though).
  8. Hey there! Hi Psyk0! Is it too late to tell you to move to Softimage Mod Tool? Hehe. In Softimage, you can disable the envelopes, move your vertices, even add subdivisions for more detail and when you re enable the envelopes even the new geometry has the proper weighting. Alex here (Minilogo) and myself can help you with the transition, even share screens with Google Hangout if you need to.
  9. Version 1.0

    1,575 downloads

    "This is a model made by Corto, it was never officially released but I got permission from him to release to the public. You may also modify this file as you see fit but you MUST credit him for all the hard work he put into this as it's 100% from scratch, it was made back in the days of JK2 when a Boba model didn't come with the game but meant to be improved over the base JA one. All credit's go to Corto, I did not make this model, just uploaded it, model was made in Softimage 2011 and textures in Photoshop." - minilogoguy18 Note: reskins made for the base Boba model will NOT fit on this model as it's very different. http://agustinlavia.wordpress.com/
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