Botdra
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Posts posted by Botdra
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Nice, love the detail work.
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a good thing about being limited if you were to use the skeletons or other NPC's it would provide a big challenge for players to have to think a little before dealing with them, eg if the hedges only had Block player, but allowed NPCs
Now there's an idea, I'll have to think about that. If we were to put this into an SP level, I think I'd definitely block off jumping height (but jumping would probably be limited as a game mechanic anyways) but as for the MP version of the map, perhaps I'll do a version with and without the limits so people can choose themselves.
CaptainChar likes this -
Looks rad man. Would like to see more pics of your work on this map! I can see the resemblance to the SOTN.
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I had this issue with the "Haunted Graveyard" map, most people didn't like the N64ish invisible barriers
I feel like it would add to the immersion and challenge having the barriers, but at the same time I don't want to limit people too much. Might release two versions?
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Got a question for you guys. Should I block it so that you can only jump up to the height of the hedges (or slightly above) in all areas except the lookout points? Or would you prefer being able to walk on top of the hedges freely? There will be fog to impair your vision regardless, but I feel like there's pros and cons to both methods.
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So as a rough estimate, a map like that where everything you can't see (and about 30% of what you can see) is all caulk, and I made everything a detail brush that was talked about earlier, how long should it take for a full compile?
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Well, there's there's stuff like grates made out of brushes as well as decorated windows in there, that should definitely not be structural.
I made the railing on the stairs, the windows, and the gates all detail brushes, yeah. It still worries me just how loud that fan gets during compile when my computer has pretty solid specs. Usually I can run two windows of Firefox while watching Netflix and playing a game without the fan getting nearly as loud.
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There was another Castlevania mod way back when that wanted me to add my shield style to the skeleton and an Alucard model. I did and sent it to them, but nothing ever came of that mod. Thing is I still have the skeleton and Alucard already to go with the shield style if ya'll want them.
Yeah we've got the incomplete Alucard model like OmegaSigma said, just gotta make it fully functional.
@@CaptainCrazy: We're not really going for a full remake exactly, we're kind of working away at this with the approach of "Making a TC would be sick so let's work towards that, but all the content we make should be rad on its own as well." So at the end of the day if we do finish a TC and it's just "meh", no worries. It'll be fun regardless to make and play, and we will still have lots of maps, models, weapons etc. that people can use like any normal mod download. Think of it like an MP mod pack, that we are trying to make as a SP experience as well.
CaptainCrazy likes this -
I really just wanted to compile and run this map: http://jkhub.org/topic/2398-castlevania-64-hedge-maze/
Just to test it out. I have a feeling the construction is a huge part of it because it's not made up of rooms, it's basically one large room.Refer to bottom of page 1 to see most up to date screens.
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Once I get to PassagePortalFlow in my compile, it takes ages and my computer works it's ass off. I have a kickass computer and have never heard the fan run that hard (I'm running other programs of course not just Radiant, but that's normal for me). What am I doing wrong?
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So I got this error when compiling my map... I know what it means, and I know how to stop it, but I've got some questions about it.
I know the way to avoid this is to caulk every surface the player won't see (which I always do, making my maps from caulk and texturing them later), and using detail brushes instead of structural brushes. I know that making a brush a detail brush makes it "invisible" to the -vis part of the map compile, which means you can't use it on the outermost walls of your map. So all that being said, is there any reason why I shouldn't make EVERY brush that isn't my skybox/walls that surround the entire map a detail brush? Perhaps someone can further define the purpose of each type of brush for me. -
Skeletons are of course an extremely common enemy in the Castlevania series. This is a model that someone from the old team made, I believe. @@OmegaSigma can probably be more specific about who gets credit for this one. Anyways, I just decided to recolor the model to add blue and red variations. Not only does that work for team colors, but it also reflects to other very common enemies in the series, the Bomb Skeleton and the Blood Skeleton. Lastly we've got a Gold Skeleton, another common enemy.
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Great, thanks everyone!
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So I need to swap between the two if I want to view different models in ModView then? Could I just create a 2nd desktop base folder with that gla for any JO models I'm working on?
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the pk3 for that particular model probably has a _humanoid folder in it with it's own modified gla you should try and replace your base one in c:gamedata or whatever for the one in the pk3.
So I need to replace the base JA _humanoid folder with the one for this model? And what affect does this have on models that use the standard .JA gla? If it makes any difference, this is in desktop/base/players/models for modding with, not in my game directory.
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Got this trying to open a model in ModView. It works perfectly fine in-game. Also, anyone find it hilarious how it's a bones issues with a skeleton model? Just me? Well then... -
Thought this would make a rad duel map. It's where you make ID's (companions) in Curse of Darkness. The main character is what's called a Devil Forgemaster, and at this Forge he makes his companions.
45%45%CaptainChar likes this -
It's looking great man! Keep it up! This project is coming along nicely.
Thanks man. We've got a long way to go but we're getting there.
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Just a heads up, this thread is going to be moved to the new Castlevania Mod subforum located here.
Circa and CaptainChar like this -
Ages ago there was a Castlevania Mod being done for JA, and we've decided to pick that back up again.
Basically, we are NOT doing this with the "SP total conversion or bust" mentality. While we'd love to remake Castlevania 64 in JA it just isn't realistic for us right now. So, the plan is to work on related content in the hopes that we finish it all and do end up with a solid Castlevania TC, but we're working on things in such a way that at any point in time if we need abandon the project or call it quits, we will still have enough content to release a smaller mod pack (some maps and models). Currently Omegasigma and I are working on mapping out sections from Castlevania 64/Castlevania Legacy of Darkness. We have a couple player models in the works and some weapons as well. THIS IS NOT A CASTLEVANIA 64 REMAKE, we are just taking a lot of inspiration from it since it was the first 3D Castlevania game to have the Castle so extensively mapped out, similar to what we intend to do in JA. There will be content from all kinds of Castlevania games and original content as well.
If you wish to contribute we would love to have you on the team, every little texture and map object is still a huge help to us, and your feedback is also much appreciated. Thanks for your time! -
A rough start on the brushwork and texturing for the underground area of the Villa. It's accessed via the shed in the Hedge Maze, and is a transition area into the Underground area of the Castle. Might include it with the Hedge Maze map, might make it a separate duel map, maybe both.
75%75% -
Don't see how, minecraft is probably one of the most poorly engineered games in all of time considering it's retardedly basic design yet it runs like total ass.
It definitely wouldn't be any better on this engine.
Lugormod>Makermod>Minecraft.
lolwut
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That's so weird, I was literally thinking about this while falling asleep last night. Very nice man!
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Yup, agreed.
[Map] Castle Keep
in Castlevania Mod WIP
Posted
Perhaps we should add a light source from the moon, that should fix that up nicely.