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Corto

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Everything posted by Corto

  1. 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.
  2. I was able to put the model in the game, but I can't make the textures to work and the placement on screen is just awful. Are there any proper tutorial about making new guns? I can't seem to find any, here or otherwise.
  3. Nice. Let's see how it turns out first. Here's an update on the mesh. I didn't like how a lot of things were looking.
  4. As one of the original members of the Dark Forces mod, I would to give it another go. But given that my new "team" is about two members big (me and a friend of mine who codes), our intention is to focus almost exclusively on gameplay and just a couple of new high quality assets. I would like to turn the mod into a pure shooter experience and, if possible, fix some of things we could never achieve without the single player source code. Now, here´s the ask: I only need a solid JA source code to start with. I'm not asking for people to join the project, as I know how that goes. This is a hobby of mine I want to get back to, nothing else. Who can help me getting something to start working with? Thanks!
  5. Any news about this? I would like to give it another go at the Dark Forces mod, strip the game down to a pure shooter experience and sounds like it would be great to use JA Enhanced as base. We tried running Jedi Academy with it and it crashes as soon as it loads a map. Thanks!
  6. No, I don't think so. Or is everyone using a normal map ready version now? Otherwise, I will just focus on getting a high quality texture with all the details painted on it.
  7. Right! I forgot about that. There's no escape from that issue then unless the shooting animations are remade.
  8. Scaling issues can be solved easily enough. You can even have one size for the world view model, that looks good on the hands of the NPCs or the players, and then have another size for the first person view model. When you try to use the same model for both views, you either end up with either an out of proportion world model or a weak looking first person view model.
  9. I wanted to introduce more Battlefront guns to replace the ones in JO and JA. I'm working on some player models too, but wanted to flesh out a gun real quick because they are easier to model. Looks like somebody's already working on a Relby model. No need to compete over who does it better. Better to push each other to make the best possible models and focus on variety.
  10. As far as I can see, Rooxon's E-11 is spot on. I tried searching for other E-11 models and didn't find his. Otherwise, I wouldn't have even bothered making a new one, to be honest.
  11. I've never been happy with the E-11 on any of the Jedi Knight games. The only one that looks ok is the one in Dark Forces. So, I've decide to quickly model one that looks like the one in DICE's Battlefront. Right now the polycount is 4448. What do you think? Should I bump the polycount even more and smooth out/add more detail? I'm not completely satisfied with some details, but overall I think it's looking good.
  12. This is amazing. Thanks!
  13. And we don't want wonky stuff.
  14. Programming for UDK is a plain pain in the ass. I think they've changed all that with UE4, they threw away unrealscript in favor of C# or C++ (I don't recall well) and they've finally included a proper way to work with visual studio on the solution. You're better off modifying the actual Jedi Academy code than starting from scratch.
  15. I can experiment with Crazybump. I know how to deal with hard surfaces, if not, you can always help me =). The sculpting will be my last resort if I can't achieve the level of detail you are looking for.
  16. R9 280X. Runs everything like butter. It melts everything...
  17. For weapon models there no need for a high poly model to make the normals. It's faster to make a height maps by hand with the smaller details carved or written and then convert it to normal maps. Crazybump can achieve some remarkably good normal, specular and occlusion maps just from a simple texture. I would concentrate more in making a terrific model, a terrific texture instead. For things that need a more organic detail level I would go for a sculpt or similar.
  18. Just do a perfect, crisp, crystal clean texture. Then add some dirt, rust and damage layers on top of it playing with the blending options. You can have several variants with little effort.
  19. I had to put my own Jedi Outcast "modernizing" project into stand by to take drawing lessons. Now I'm working on my game from scratch, so I don't think I can commit to a mod. I can, however, take time off from my daily routine to come here, do some draw overs or model simple stuff. I can tackle a gun or two maybe. Let me know which one you want remodeled.
  20. I thought it would be better to show you my ideas with a draw over.
  21. I remember when you started working on this one. Amazing job on the rig. Who's making the texture for this one?
  22. Is somebody already modeling this?
  23. Those damn mallocs. They're a coder's worst nightmare. Wait... what are we talking about?
  24. I don't know who of you watch that show, but Jeremy would say "The likeness is astounding!"
  25. The second from the left is actually Jeremy Clarkson from Top Gear.
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