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Corto

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Everything posted by Corto

  1. We can export to xsi, fbx, ase, obj, md3. Should be enough.
  2. 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.
  3. What about using modeled meshes to build maps? Much like it's done in Unreal Engine or Unity? There's only so much you can do with Radiant. No matter how hard mappers try, map geometry created with Radiant still looks like cheap props.
  4. Is it a TGA with the main RGB channel painted all white and the Alpha channel with the actual crosshair drawing? I replicated Battlefront's crosshair recently and it worked just fine.
  5. Environment sounds, definitely. But what I mean may be related to bad map design and not the sound effect itself. Still, environmental and interaction effects could be much better.
  6. Oh, you.
  7. Guys, you're high-jacking the thread again, lol. After I release my version of the model, anybody's free to do with it whatever they want. Just like my Boba Fett model, which has been re-skinned, ripped apart and put back together many times. I'll make public the scene in as many formats as I can.
  8. So, you are modeling. Well well...
  9. What you see is not even going to be the base for the real textures. The hands have to be bigger so the blaster doesn't appear to be so big. Also, the design of the gloves is what I don't like right now.
  10. Alright, back on topic. I'm not convinced with the gloves design, but here's and update anyway. Again, the textures are rudimentary and for testing purposes only.
  11. 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.
  12. Anyone here plays Star Wars Battlefront?

    1. Show previous comments  2 more
    2. Circa

      Circa

      Indeed. I have 10 levels to go to get to max level before the new one comes out. Been saving those for this month.

    3. Corto

      Corto

      What's your nickname in Origin?

    4. Circa

      Circa

      I play on Xbox. :(

  13. 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.
  14. No issues at all so far.
  15. 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.
  16. I was just testing out DarkXL. Just WOW. I can't believe how good it works and how fun is to play the original Dark Forces.

    1. Teancum

      Teancum

      Be sure to download the fixes on the DarkXL forums for the mortar gun and other issues.

    2. Corto

      Corto

      I will. I noticed I couldn't get some things working, like the headlamp. Thanks!

    3. McGroose

      McGroose

      I can't get the patch to work for me. I don't know why.

      And I love DarkXL, but don't expect the update to fix common problems to be released any time soon. I anticipated an update 4 months ago.

  17. 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.
  18. 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.
  19. 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: 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.
  20. And both games share a lot of assets if I'm not mistaken. I'll talk with him. Thanks for the hint!
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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