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Botdra

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Everything posted by Botdra

  1. I'd love to see these ported into Source games... can't wait to see what you come up with.
  2. These look great man. Just goes to show how much life can be breathed into JA with detailed, high quality skins. And original ones that aren't tied to known characters as well. Beautiful work, keep it up.
  3. Although we are making great progress and have some solid work being done, we are always looking for people to make contributions. We've had people make small things for us (a reskin, a couple map objects, some textures etc.) and each of those small contributions is greatly appreciated by the team. It gets us one step closer to completion. If anyone is willing to contribute in some small way (no contribution is too small) just me or another team member know and we'll sort you out! Thanks very much!
  4. I like that although it's inspired by Dracula X Chronicles, it's a great combination of DXC and the N64 keep.
  5. Perhaps we should add a light source from the moon, that should fix that up nicely.
  6. This looks incredible man, great work.
  7. Nice, love the detail work.
  8. 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.
  9. Looks rad man. Would like to see more pics of your work on this map! I can see the resemblance to the SOTN.
  10. 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?
  11. 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.
  12. 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?
  13. 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.
  14. 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.
  15. 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.
  16. 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?
  17. Working away on the Castlevania mod. Few maps making great progress. WIP's are in the Castlevania Mod subforum.

  18. 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.
  19. 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.
  20. Great, thanks everyone!
  21. 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?
  22. 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.
  23. 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...
  24. 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%
  25. Thanks man. We've got a long way to go but we're getting there.
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