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Botdra

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Everything posted by Botdra

  1. Just a heads up, this thread is going to be moved to the new Castlevania Mod subforum located here.
  2. 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!
  3. 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%
  4. That's so weird, I was literally thinking about this while falling asleep last night. Very nice man!
  5. UNCE, UNCE, UNCE, UNCE http://www.youtube.com/watch?v=jhQXuNLcZa8
  6. I figured he has to be canon, but wasn't sure how they would present it, you know? What with the choices in the game etc.
  7. I've got these alcoves in my map that I'm trying to make pitch black, so that you can't see the back of them, just a few feet in. Is there an easy way to do this while still having the main room be quite bright? Here's a screenshot of the alcoves for reference:
  8. Very nice man. I never got along with the Sonic series at all, but I remember seeing a stage like this in one of the recent ones and it looks just like it. Great work man!
  9. Looks great man, keep up the good work.
  10. Excellent, interested to see what you come up with. I was thinking about the HUD but I'm so sick of HUD files after doing my last few scope and HUD mods, heh. Bit burnt out.
  11. I'm curious about how the bottom of his robes will look when walking, it might come out rather awkward and stiff. Worst case scenario you could cut them off... maybe have him floating instead of walking? In any case I'm sure you've got a plan so I'll just wait to see the end result.
  12. Gotcha. I agree it is weird, and that's what I thought as well until I realized it was canon. But hey, if that's what Lucas wants...
  13. @@ChalklYne: Not at all, I wasn't trying to say that your didn't look well kept, it was just thrown out there as something I wanted to make sure happened with this, that's all. Nothing wrong with yours at all! @@AshuraDX: Alright so, just so I'm clear... For the hedges you're going to make me a texture (with some transparencies) that I can then stack together in radiant, using thin brushes and offsetting each layer for realism. Is that right? Are you also making a solid texture for the innermost layer? And I'm down with whatever you wish to do with the flowers, sounds good to me.
  14. @@AshuraDX: Sorry man but I could never get the .ase exporter to work. Here's the .map file if someone can convert it: http://www.mediafire.com/?3ibzo3eviturdor Also, as much as I love what you've done, is there a way to offset the layers to make it more realistic? Like have layer 1, then layer 2 will be shifted a bit up and to the right, and layer three will have the texture mirrored, and so on? And lastly I'm a bit confused. Are you making a model of the hedges or a shader? I understand the other foliage like flowers was going to be modeled, but I was hoping for just a shader for the hedges to that I could just apply it to the brushwork I've already done. It would be a massive pain to try and redo it all.
  15. @@AshuraDX @@ChalklYne: I've also got these arches that I was going to do completely as brushwork, but there's too many of them in my map and I think making them models would be best. Do you think you two could do them as well? No worries if you can't. I have a .map file of the arch itself that I've made, so you'd just need to texture it and export it as a map object. Let me know if you guys are interested and I'll upload the .map file. And references:
  16. Honestly I'd be happy to have every bit of Castlevania we can. Death would be an incredible addition, such a famed enemy/boss. Also, I think I'm going to add the underground room that's accessible through the shed in the hedgemaze. It would be a great duel arena. Then again, it may be better off being released separately as a duel map...
  17. Honestly, if after everything is said and done GTAV doesn't come to PC, I will be thoroughly surprised. I know what they said, I know what others have said, but it's just too weird for them not to.
  18. That's cool! I'm going to be using different brushes for the hedges and the rock walls though I think. Just for the sake of detail.
  19. Thanks man! Wish I had that picture when I was making the map, heh. The layout is as close as I could achieve, but it isn't perfect. I made the paths wider and therefore adjustments had to be made. But, I'm happy with the way it turned out. By making the paths a bit wider and the hedges a bit taller, keeping everything else to scale, it really gives it that daunting, imposing feeling like the original game did back in the day. @@ChalklYne @@AshuraDX: As per your request, here's some reference shots. First of the in-game foliage: And the hedges: Really I'd like the designs to be as close to the original as possible, but obviously higher detail versions. I really want to pay homage to the original but in a way that takes advantage of the graphical capabilities of JA. Maybe some work on making things more "real" would be welcome, but not anything to artistically different, you know? So the same sort of spread of the flowers, same color, that sort of thing. Also, there are some shrubs in the game too... would you guys be up to making them? Just plain shrubs, two different heights. The first is seen above with the flowers, and the second is exactly the same, but half the height. By the way, interesting easter egg for you Castlevania fans out there... Ever wonder what's behind these hedges? Take a look... No idea why that was put there, but interesting regardless.
  20. Have you seen Gregor before? http://fangirlsintheforce.files.wordpress.com/2013/01/gregor-hs.jpg Not trying to be insulting, that's just basically what the marks are in the original content.
  21. @@ChalklYne @@AshuraDX: My only concern is that while I want the detail and realism, the hedges should still look taken care of and trimmed. The textures of the rock and such may look dirtied and run down but the hedges still need to look like they've been maintained, you know?
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