

Botdra
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Posts posted by Botdra
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In-game for sure. As cool as it is to see real life stuff, I feel it takes away from the immersion. That's just my opinion though, and I think it would be a no-brainer if you could get better animations with the engine (which is being worked on, I believe). But it's your mod, it's totally up to you!
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I thought we should start a thread on enemies for the mod. It can be classics from the Castlevania series or it can be original monster ideas, but we should start talking about this anyways.
So far we have a skeleton enemy, a Dracula model/skin, a "2nd form" of Dracula which for now is a reskin of the Rancor model, and Tobi's Orc skin, which I'm assuming we can use. It's also worth mentioning we can scale different enemies and reskin them (for example, normal skeletons can be turned into a mini-boss giant skeleton) to get variation out of the same models.
I thought it would be worth mentioning these models as possibly ones to use for the mod:
http://jediknight3.filefront.com/file/Werewolf;67567
http://jediknight3.filefront.com/file/Peeping_Eye;93515
Might be worth seeing if we can use those. On top of that we could also do some ghosts up (Ragnos style) and maybe some floating and/or flaming skulls to replace the remote droid possibly. Just brainstorming ideas of how to get some classic enemies up in here.
So I'm leaving this side of things in the hands of @tobi_one, @@AshuraDX and @@ChalklYne to do the actual work, but I think we should all be involved in the discussion of things. You three have a lot of freedom to do whatever you want on this side of things, but be sure to keep us in the loop and updated when you can.Anywho, let's start a discussion! Who do you want to see in the mod?
P.S. If we can make as many of these enemies playable characters in the MP side of the mod as possible, that would be rad, but not a must. -
EDIT: I think I have made a mistake. I was referring to this post. I just realized that I've been confusing posts/threads due to the similarity in posts.
That's what I thought.
Aaaaaand now we're speaking the same language, considering I still have no clue what you were talking about.
And for the record, if I was serious I wouldn't have put a winking emoticon in that post. I find it very surprising you found that "provocative", considering it's just simply jesting. I hope you only found that provocative when you had your facts wrong.
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Note my syntax:
"No, but making/participating in/liking a whole thread devoted to tagging me specifically, knowing that said action pisses me off, would be one."
Just because you removed your like doesn't erase the fact that you were involved. Just sayan.
Sxx and Scooper have posted very excellent alternatives.
Where have I heard this before...?
I didn't make it a big deal, not initially. In fact, it could possibly be construed that I was joking. However, what others decided to do was make a thread about it and provoke me, and you have decided to provoke me as well in the form of a quote. So, I hope you're happy (more or less).
What are you talking about? What like? What thread? And just how was I trying to provoke you? I think I'm missing a key component to the story here.
Also, I don't think it matters what "could possibly be construed", what matters is if it was a joke or not. If it was fine, my apologies. If not, we're back to here again.
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No, but making/participating in/liking a whole thread devoted to tagging me specifically, knowing that said action pisses me off, would be one.
I never implied that you were trying to be a dick, I just don't particularly enjoy getting tagged all the time randomly.
Then considering I did nothing wrong and wasn't involved in that, don't quote me in a post about what actions piss you off. I asked for your help by tagging you. If you have an issue with that, offer an alternative.
Not everyone keeps track of what does and doesn't piss you off, believe it or not. Some people would find that funny, like myself. You don't and that's fine, nothing wrong with that. Now we (the people who actually viewed these posts, not everyone on the whole forum) know that, and won't do it. That's that, don't make it a big deal.
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Perhaps they thought no one would notice, given the responses in this thread?
They were right. They messaged everyone on the Wii to tell them (as I found after searching unopened messages), and still nothing. Well played Nintenderp.
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Yeah, I know. Coming home from a 10+ hour school/work day to judgmental as fuck people in my house, and then jumping on an online forum to find "eezstreet, you specifically help us out because you're entitled to help us. Oh, but YOUR WORK FUCKING SUCKS GO AWAY AND DONT YOU DARE COMPLAIN <sneaks off to post "hate messages" about you on other forums (note that it isn't real hate, because you're the only person in the world who could possibly hate anyone else
Right, because me tagging you because you're knowledgeable about a subject I am not is such a dick move.
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And people are astonished and amazed that I could be so grumpy.
Your life is sooooo hard.
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Interesting, so what would need to be done with the code then in order for you to have what you need?
Just to somehow allow bone merging, and to attach weapons to the player via bones not tags (forgot to mention that earlier lol).
Thoughts, @@therfiles @@eezstreet?
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Interesting, so what would need to be done with the code then in order for you to have what you need?
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Id like to point out, in Castlevania Dracula X, or Rondo of Blood, Dracula sieges a town to get the Belmont's attention, usually kidnapping people, its a reoccurring theme
Yeah, I had the idea after playing LOS and remembering back in the day when I tried to make a small medieval village map... and of course LOS has one too.
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I think bone merging along with adding support for weapons with GLAs is the best option. The weapon GLA only needs to hold bone info, not animations.
Interesting. So this would require - step by step - what exactly? Just we can have some sort of record of what would be required, in case anyone were to pick this up. Add new bones, create animations for the new skeleton with the new bones, pin the whip model onto the desire player model and then just compile it? And then do so for each model that requires the whip, right? Would this eliminate the possibility of having other weapons (swords for example) work properly in game?
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Things brings to mind another point. I think it would be good to have some exterior levels as well, like a village level outside the castle. We'll have to plan out and design the entire map of the game some more to figure out how things would work, but I like the idea of a village level to start you off slow, but develop a lot of the story through a mix of cutscenes and possibly scripted conversations? Maybe even a bit of questing if we feel like it (maybe meeting Rinaldo Gandolfini to get the vampire killer or some other weapon he forges for you, depending on what we can swing with the JA code) before things get rolling in the actual castle.
I think we could also give that Rancor a bit of a makeover. Some shader work to give him big, bright red glowing eyes maybe? New soundset too perhaps. Just to get him as far away from the base rancor as possible... while still using the same model haha. -
Cause it amuses me.
I meant the site.
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I haven't touched my Wii in probably 6 months...I was unaware this was no longer a thing.
The only thing I've used mine for in the past year was once for Netflix when I wanted to watch something on Canadian Netflix instead of American. Also, why is John Goodman your avatar?
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So I just got Raptr, figured I'd synch it with my Wii code... what's this? No more Wii codes? Can someone explain why in their right mind Nintendo would get rid of Wii codes? I get that they want to push the Wii U, but this is a very un-Nintendo move.
Am I missing something, are they still there? Am I just a bit 'tarded?
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Death and Dracula in my keep maps were extremely tough, especially since Dracula in that version transformed into a rancor, (we didn't have the model yet done for the SOTN/RoB/DoS form down) but originally, me and Zion were going to look into a scripted Dracula battle, the classic teleport then fireball moves, I considered this as (when Drac's in motion his cloaked, when he stops he must stop to fire his projectile attack, leaving him open for attack, this was a crude method cause neither Zion or myself knew of scripts or coding then, Death Is a bit easier since he would have behaved more like Ragnos in our original version, floating around, cept wielding a scythe, which as I recall Tobe made 3 varients of
Personally I think there should be a two-form Dracula with a beast form like in some of the games. For now Rancor reskin would be sick as the stand-in, but eventually a standalone model would be needed I think. I would be a bit disappointed to see a reskin of a rancor as the final boss of the entire game, you know?
And then we can take the reskin of the rancor and use it as another enemy in the mod.
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we could also make all weapons use the same kind of ammunition
and NPC scaling was allways possible in SP
just look at the jawas or ughnaughts
the meshes are the same size as any other character model
Yeah but for the MP side of the mod we need the scaling as well. Well, I think it would be nice anyways, it's up to the team.
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you can rescale character models via their NPC file so that's not going to be a problem
I can kinda see problems incomnig with replacing the forcepowers for secondary weapons
we cant bolt a model to the players hand which will be shown when using the specific force power without any sort of code mod
unless we place a model righ tin the .efx file at the origin of the "weapon" effect
Don't you need some other config file along with them though? I remember JA+ had model scaling but base JA didn't?
Yeah, we may have to go with replacing blasters instead of force powers if it gets complicated. That might even be MORE accurate to the games because you have ammo instead of force, and it doesn't recharge like Force Powers do. We could make all the weapons use the same ammo type, and you have to pickup ammo (or in this case, we can model the ammo pickups to look like hearts, like in Castlevania) and the mechanic would then be essentially the same as the original series.
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Consoles... Meh....
As long as you have a good PC you don't need consoles. I wont be buying any of the new consoles. My PS3 is covered in enough dust to register on a scale as having weight...
Too many incredible games that are console exclusives.
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So who's missed out on a PS4 so far? I have, because I couldn't afford do the pre-order before the cutoff. :\
They seem to be sold out in Australia, and we have no idea when our second shipment in 2014 will get here.
I'm gonna wait until spring/summer. Wanna focus on school and get into the swing of things before buying one. Maaaaaybe Xmas but I'll be very lucky if I can get one by then.
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Alright, how about we forget I said anything (Although I'd very much like if you'd consider my suggestion :3)
Considered, passed. But thank you for your suggestion.
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Well, I get mail everytime somebody posts.
I can compile that map without a problem... However there are a couple of problems with the map. First of all, and this is unrelated to your problem, more of the brushes should be detail, like the pillars and basically everything but the floor and the walls. (You can hide detail brushes and patches and entities with ctrl+d / ctrl+p / alt+2 respectively so you only see the structural brushes. Also, and this might just be the cause of your problem, why would you do a round pillar using a brush? That's exactly what curves are for. Curve -> Cylinder gives you a nice cylinder, and Curve -> End Cap gives you nice end caps for your cylinder. Don't use a 20-sided brush. In fact there's hardly ever a need for a brush with more than 4 sides.
Yeah those will be detail I just hadn't gotten around to it. How are you compiling it? I can get it to compile in BSP -meta but I can't compile in anything else that I tested (the last final option and the last test option both gave me the same error). Thanks, I'll use a curve... for some reason I thought I had done that originally, thanks for pointing that out.
HUMANOID SKEL PLAYER: Kyle Katarn
in Dark Forces II Mod
Posted
Eyebrows look too steep inward to me, notice how the actor's eyebrows are more sloping to the side of the head instead of the middle. Part of it is that he's smiling but most of it is just natural, I'm guessing.
And yeah, the fact that he has a real beard and we have a skinned beard in JA is probably not helping the lower half of the face look like him. Could maybe make his chin bigger to make it look more like a fuller beard instead of paint, heh. The nose/cheeks area looks dead on to me! Hope that helps.