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Corto

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Posts posted by Corto

  1. I exchanged some ideas with @@AshuraDX about this. Let's say we found a way to achieve this. Right now it's experimental, but you will hear about it in the near future. :)

     

    Count me in for testing. I was going over the DF mod and I didn't realize how repetitive and plain they looked. I know the mappers where really good, but the limitations of trying to model stuff with Radiant are just too great to overcome with talent alone. It's not only about modern rendering techniques, although it's awesome to have them, but having the tools to make more complex designs that it's going to make this old game look more on par with modern games. All the parallax mapping and the ambient occlusion in the world won't make up for how "square-ish" levels look when using only brushes.

    Archangel35757 likes this
  2. I heard they really used the Chinese replica for Han Solo's gun. Even back then, I doubt they could get a hold on an original Mauser gun to play around with. At any rate, the E-11 is coming along just the way I want. I've modified, added and polished more details. I'm currently modeling some arms and hands for the first person view model. I'll cut down the polygonal detail for the world view.

    Maksman and swegmaster like this
  3. Just ignore those .cfg. OpenJK saves the .cfg in My Documents/My Games/OpenJK/*whatevermodyouaretalkingabout*. If you make changes in the config files placed on the base or mods folders, they will be ignored completely.

  4. I'm using OpenJK as base for Jedi Academy, Jedi Outcast and the Dark Forces mod and I get my custom resolution alright. The only issue is that all the assets have been created for a 4:3 aspect ratio and using custom resolutions distorts most UI elements.

  5. A quick update. I tried the latest OJK build and it worked like a charm. Then I downloaded the code and created the projects, but I didn't attempt to compile it yet. I'm still refreshing my mind about the aspects of asset creation and porting them to the game.

  6. To be honest, what I would like to do is marry the Dark Forces mod with DICE's Battlefront. Meaning that I'm going to remove all those crazy ass doom-like weapons the original Dark Forces game had, replace some of them with weapons from the movies and have Kyle carry only three guns plus inventory. Think about it as a branch of the original Dark Forces mod. That said, I'm not ruling out making weapon models for the community. Now I know how to put them in the game and the modeling part is quite easy.

    Maksman, swegmaster, Langerd and 1 other like this
  7. I'm gonna have to make a new blaster_hand animation, yes. Anyway, I found a way to place the weapon correctly, applied a rough texture and this is how it looks in-game so far:

     

    2uP4ffA.jpg

     

    I need to include the hands holding the gun, but I think I'll make two versions, one for everyone to download and use however they like and another for the Dark Forces mod with Kyle's hands on it.

    GPChannel, Jeff, swegmaster and 1 other like this
  8. I think there's something going on with the MD3 exporter. When you open the .md3 with the md3viewer and check the model info, none of the objects have a shader path assigned. I'm working with Archangel to sort this out. Other than that and the awkward model placement to get the correct view in-game, looks like there's no issue in getting a +5000 polygon view model into the game.

  9. Anyone can jump in and start making the remaining maps or even finish the maps that were almost done but abandoned. I know it can be daunting and frustrating, specially since the modding tools are not WYSIWYG or real time. That's why I'll be focusing on gameplay code, high definition assets for the user interface and guns mainly.

    TheWhitePhoenix and Smoo like this
  10. We already made an attempt at compiling and using that code. I didn't work so well. I'm sure we are doing something wrong. That's why I'm asking for help, so we can be set on the right path and continue on our own. I do have the vainilla JA sourcecode to fall back to, but it would be nice if we could use one of the enhanced version instead.

    TheWhitePhoenix likes this
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