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KCDodger

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Posts posted by KCDodger

  1. I have a note to mention about cutscene work. To avoid any potential copyright issues, should we also voice the rendered scenes?

    ...We will be using the engine to render them, right? Whatever the case, finding voices shouldn't be hard. The voices in the game were pretty generic.

     

    As a side note, stormtrooper conversations are a must.

    Barricade24, Onysfx and Circa like this
  2. I had a concept, but I am unsure how possible it is.

    We all know the JKII menu screen with the saber parts, manuals and whatnot. Would it be at all possible to render those in 3D, as a background? like an active 3D background, instead of a picture?

     

    I know one can put a .mov or somethingrather file in the menu, as evidenced by JKA's menu. Perhaps, we could make a larger filmed file with a loop, that gives the impression of a 3D menu, while not actually being one?

     

    What do you think? Contrary to several opinions, I believe a game's menu is part of the experience, and should be treated with the same love and care as the rest of the game.

    DT. likes this
  3. I know I have only skills in concept art here, which I need to finish.

    But I can say this much. We can't cut a single corner, or rehash already kind of bad NPCs like the howler. This Kell Dragon will basically have to be made, rigged, coded from scratch to be perfect... And while there's only three in the game...

    I think this menace deserves it more than almost any foe in the game.

     

    What I ask, is do we go with the stegosaurus plates, or the really nasty spikes? I feel that we can go with both. Perhaps I can sketch something up.

  4. There's a Kell dragon in DF2?

     

    Anyways, not that hard to make a new skeleton + animations but I'll probably just strap it to the Howler GLA. :P

     

    Yeah there's like three. One in the tower, two in the valley of the jedi, all very, very hard to kill. Look 'em up, they're ferocious.

     

    I disagree with using the howler. This is the sort of thing that needs to be executed perfectly.

  5. How.

    This is very likely going to be the most difficult NPC to pull off. Drugon, not so much. But the Kell Dragon, and making it work right in JKA? WHHHOOOOOOOOOOOOOOOO GOLLY WHAT A TASK. See, this is always what I wanted to see the Dark Forces mod pull off, NPC wise, but they never did.

     

    So uh. How do we tackle this thing? Even moreso, how on earth do we make it look right? Let's stay far, far away from the SWTOR iteration.

  6. I'm not so sure about this. Ideally, remaining faithful to the game would be good, and I honestly have to ask..

    Where in god's name could they put a Swoop on The Moldy Crow? Knowing that bird as well as I do, it just doesn't seem at all like one would fit. Even less, have any place to get out.

    I always figured Kyle walked there, honestly. If you can find a way to get a vehicle thing working, that'd be cool, but the context is what gets me. They never showed them really land on Sulon, so I guess they could have gotten a rental a few clicks out.

    If you can find a way to make it feel necessary, go right ahead.

  7. A good point was brought up about Gorc, Pic and Maw.

    Maw might not be that much of an issue, existing models for him work pretty well, though it is slightly awkward. Gorc and Pic however, that'd be a pain in the ass to pull off.

     

    Getting the other stuff to work would be next to no problem. Beat DFII:JK and JK:MoTS just recently, most of the mechanics are almost exactly the same. Here's the real question though.

     

    What about the weapons? The gunplay should be as similar to the old game as possible, but what about the models? Just use the JK stuff or brand new ones? And an even better question, what about the fact that the weapon designs were likely far more intricate than the game would allow?

    I offer my hand in assistance regarding the weapons. While I am indeed utterly unskilled in terms of actually working with JKA itself, I will very, very gladly draw concept art and do all I can regarding weapons. Just tell me what you need and I'll get to work on it.


    Also I wouldn't be too afraid to ask the Dark Forces mod team if a few of their assets could be used- particularly their Bryar Pistol. Far better than the JKO./JKA model.

     

    And one last tidbit. The Crow may or may not need a new model. Always liked Darksaber's that got used for the vehicle mod, never was a fan of the late stage Dark Forces Mod version. If I can get into modeling, that's also one I'd very happily make if I can- and I do intend to model once I get my new rig running.

     

    'Til then, if this is actually getting off the ground, I'll gladly work on the gun concept art to figure out how exactly DFII's original weapons -should- look.

  8. Lol, yeah.  I had previously been using Jedi Starfighters to simulate them, but that's just too terribly non-canon to keep in the mod.

    Unless of course you set it in the SWTOR timeline, in which you have Imperial Droideka, Darth Stormtroopers, Commander Codys everywhere, and typical Jedi/Sith conflicts.

     

    "SWTOR is original, we swear!"

  9. So there's a couple of vehicle files flying around. The V-19 Torrent and the Delta-& Aethersprite. Both are of exceptional quality- however, curiously, are not able to be found without a map download.


    Would someone be able to rectify this? It's really quite odd, and it's quite a shame that the fighters have not been released separately.

  10. Ah. I see.

     

    I was working on something like this for myself. I combined models, sounds, and effects from various weapon packs and MovieBattles II in order to make the guns more accurate to the rest of the Star Wars universe (for example, adding a DH-17 blaster pistol and an A280 blaster rifle, and replacing the Imperial Heavy Repeater with an E-11 blaster rifle). I agree that some of the weapons need to be replaced, but personally I still want to keep them accurate to the Star Wars universe. What were your thoughts?

     

    EDIT: If I have models, sounds, and effects, I can easily put them in the game so they replace the default ones. I could help you with that, but I can't model or make effects.

     

    Well, personally I was thinking of a couple more original designs that are a little more suited to represent the way they function a little more, for instance, working on an FC-2 Flechette launcher design at the moment. (Should look neat once done.)

     

    You got that file available though? I'd love to see how it works.

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