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Langerd

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Posts posted by Langerd

  1. Porting will, just like mapping, skinning and coding, be always part of the equation. The question which should be asked is, will the ported version do justice to its original counterpart?

     

    Part of what a map (or maps) make great, is the original engine the specific map was developed for. Both engine and map are on that level so intertwined within each other, that any port will forcibly separate this twin and often for the worse.

     

    To name some examples:

    Crossfire

    Great map for Half-Life, wouldn't work with Jedi Academy unless the environment of Half-Life was ported to Jedi Academy itself regarding pacing.

     

    de_Dust2

    Originally for Counter-Strike, has been ported by Valve themselves to Counter-Strike: Source and CS:Global Offense to mixed reactions and I played version for Jedi Acdemy (moviebattles I think), which I felt somewhat lacking.

     

    Facing Worlds

    Originally for Unreal Tournament (1999 version), have seen a port for an idtech3 game (I believe it was Quake3) but lacked the sophistication the UT version had.

     

    AliensTC

    The original made by Justin Fisher, doesn't need any introduction unless you are born in the zeroes. Altough it has been ported to Doom II, it wasn't designed for it (supershotgun). Quake was looming at the time of its release and I say that AliensTC just wouldn't work in Quake or any other game that was available during that time.

     

    ffa_bespin

    A classic from Jedi Outcast, although an unofficial port exists for Jedi Academy. I have mixed feelings about this port, since I feel that the JA multiplayer is entirely different then JO multiplayer which makes the JA version 'lacking'.

     

     

    In some cases, people do port their own work towards other games. The create of FFA_episode1 made several idtech3 ports available (JA, JO and EF from the top of my head) and I made most of my Elite Force works available for Jedi Academy (with Jedi Outcast versions coming soon) but I'm realistic enough to see not every port I made will be just as successful as its original counterpart. On the other hand, everyone needs a hobby ;)

    And .. it would all be very diffrent if they would add something star wars like or change for example crossfire to the imperial bunker- or mustafar map. 

     

    The Dust has very long distances - specially for mapping.. for the game like JK3 most of players use lightsabers.

     

    The only map i would like to see is Facing Worlds - but for jk it would need some changes . 

     

    EDIT: But changes.... to the facing world would be   

     

  2. I've experimented a bit with it in the past, but it seems to half-work. Strangely enough even scaling down the player NPC doesn't seem to have any effect during the gameplay, but on the other hand it works perfectly with the other NPCs. The reduced scale seems to only affect the player during cutscenes, and that's another can of worm, because the animations are almost completely messed up. I haven't tried any script though, so if the model scale command in BehavED works:

     

    //(BHVD)
    set ( /*@SET_TYPES*/ "SET_SCALE", 0.000 );
    
    then it could be used to rescale the player during gameplay as well.

    Also i want to point out that scaling screws up the model's hitbox for some reason. Like if enemy is giant - to get headshot on him we must shot his chest instead.. which ia weird

  3. Yes, but there are probably also normal maps and specular maps that could be used somehow - if not directly, at least serving as a basis for manual improvements.

    Yeah! thery are like guide for this render to generate the look on the model properly. It is cool that they found this awesome method to give a flat texture a feel of depth and realism

  4. It would probably be possible technically, if the geometry of the models was reduced to an acceptable amount for the limits of JA (in this regard, Blender can decimate the geometry, although the results might not be that good), and if the textures and shaders were fixed so that they don't look too bad.

    As far as i know shadows and lights are not painted or made on the model's textures nowadays. They are generated from actually light sources and overall lighting render techniques which in older games worked not as good. So if someone want to put the models form newest battlefront and have a nice looking textures - they need to visit photoshop or another program and start adding lights and shadows on skin,clothes etc.

  5. This porting craze is starting to get ridiculous...

    If you are talking about the new SW Battlefront 2 the answer is clearly no.

    For .. (i am sorry but) fuck sake . I know that this is again - another rant about ports and another rant about the porting stuff to the jedi academy .... This time i cant shut up.

     

    I check jkhub everyday and i see at least one topic about port - port from battlefront, port from force unleashed.. port from force arena .. the list goes on.... I remember the times when under the every model for this game .. there was author in the credits. Sometimes two or three of them (you understand what i mean). But i knew that model that i am looking at or the model that i take and put in my base folder - is 100% work from scratch.. The Jk2-jk3 communities specially modding communities were huge and they created ton of amazing inspiring and cool models,maps,textures and even sp /mp modifications (huge modifications). What is just beyond me .. that at these times many programs and possibilities were MUCH MUCH lower and it was harder to even make something like this - These models were ... hell hard to made i believe. For Jk2 some models were so hard to make that textures on the model was a goddamn pain.. There were no possibilities like now to change the scale of uvlayouts or even edit them .. It was.. very hard to do it the nutshell (very f@cking hard...)

     

    Now i see - ports .. ports everywhere .. and many discussions about is this good or bad? Or maybe is it ok when most of people dont have time for making original and work from scratch models.. Like i am sorry but for me (and i may sound like a prick and rude ) making models with ports and used models because there is no time to make something from scratch - is not excuse for me to kill originality of this game and the past modding community that made a ton of a lot models from scratch.. with heart and love to modding and game and star wars in general

     

    .. Even skins that looked funny or dumb but many artists made so amazing looking skins that they looked completely diffrent.. like a goddamn make up. Simple changes.

     

    this is most important -> I will not stop people from making these and i dont have rights and most importantly - i dont have will .. i dont want to .. to make people stop putting requests,wips or even topics. You love this game and you want to put something that you like.

     

    But i will only.. recommend one thing - Keep.. the orignality alive before it is too late. If You are taking a model from diffrent game .. completelty. JUST ADD SOMETHING original.. not just copy paste .. with shadless textures or bad weightning technique or crappy looking shaders that were made in the second.. to make.. him.. glow or something...

     

     

    This is sad for me and i am not longer happy from what i see in our forum sections. I just want to say that for me .. this entire porting-modding is taking a bad path

    Wasa, Scerendo, Sithani and 10 others like this
  6. Ok so some word from me. I remember that map i was doing and i had a lot of problems. I was noob at that time. If i remember correctly the reason of this bug was - adding too many platforms that were made from patches and brushes clone and rotated them. The last thing was putting them like the senate platforms - this big hall where yoda and sidious were fightning. I think the biggest issue was not paying attention on the optimalization and rotated brushes - the last one i think is the main issue. Brushes dont act like cubes in the 3D program. If you will take the vert tool and change the shape of simple cube brush in gtkradiant - the shape will not always go tje way we want like the prpgram is showing us the limitations.

     

    Have you used the clipper? ( this tool to cut i tjink it was called like this .. i cant check the program at the moment)

     

    Edit: Also cutting rotating and scaling are many times change the brushes to the state that they are not longer fitting the grid which is impprtant i believe. This also may create this issue

  7. There is something that pisses me off in this game - the dismemberment sometimes works and sometimes not. 

    When i play my cloud City map - there are enemies that i can dismember with lightsaber but other ones i cant. I typed the g_Debugdamage code to see if game will act right - means the hitlocation mechanic will work ... it doesnt work. One enemy will be dismember able completely the other ones .. not. 

    Later i looked in the cheat codes for the game and found this -

    cg_dismember

    g_dismember 

    g_sabermorerealistic 

    g_dismemberment

    g_dismemberprobabilities

    the last one i made with bold font ... why? Because name of the code should be an answer. I have it set up on 100... doesnt work 100% of the time.. Again the same enemies i can cut into pieces the others... not. I played my map sooo many times .. i now even remember who can be dismemberment and who cant... i is .. weird.


    EDIT: I remember that jedi outcast doesnt have that issue... just g_saberrealisticcombat setted on 2 and everyone were like kebab

  8. Yes actually! After a nice long vacation to recharge my batteries, I'm back on the job!

     

    It's easy to burn out on a project this big. I wish I could get it done faster, but I'm only one woman, and there is A LOT to do! The temple apex is nearly done, but I just hit a creative block designing a fitting Sith Alchemy altar model, so I took time off so I could look at it with fresh eyes later, and honestly, it's one model, so it can wait while I work on the rest of the temple.

     

    Also if you're curious why I'm talking about an alter for the apex, that's because I realized the apex is too small a room to make a suitable throne room as it is in the above screenshot. I decided the throne room should be massive, so that's going in the sub-level.

     

    The good news I just "broke ground" on the main floor! This is the area that will be most reminiscent of the Korriban Academy from SWTOR (but still different). I can't wait to show everyone what it looks like once it's far enough along for another preview!

     

    However, since it's New Year's Eve, I think it's only fair I reward everyone's patience with the latest screenshot of the Temple Apex!

     

    Sith_Temple_Apex_12-31-17.jpg

    Can You show us some screens with dynamic glow turned on? Also i would add a little but a little grayisch blue fog just to make the lights bloom even more and give this place an amazing atmosphere. 

     

    Amazing work.

    PK_Azlon likes this
  9. The method i suggest - of course if You have very complex map:

    -save a lot version of your map : mymap1 ,mymap2 ,mymap3 ..... mymap102 (my cloud city project has ... about 140).
    -If your map is very complex to check a lightning in one room for example - just remove rest of the map only for checking this one room
    -compile this one room see how your lighting works
    -back to gtkradiant to recover the rest of the map and save as the new version

    of course this method has some issues .. Like you cant just add the higher quality _lightmapscale value for only this room , check in the game and say - it looks amazing and after that recover the rest of your map and try to compile and see errors.. It is trial and error and sometimes it takes  .. hours.. 
    so i would recommend to compile the single room with faster lightning - just to not be confused when later there will be an error or map will be whole dark and bbuggy
     

  10. I am Sorry but ... 

    LAST JEDI SPOILER!!! ... my own opinion for the Snoke

    The scene with him... was very unexpecting ...FOR ME IT WAS WTF MOMENT BUT POSITIVE

    But .. who .. the.. F@ck is Snoke? 

    They set up him as even more powerful than the palpatine... WOW .. He was mysterious... I was hoping for Darth Plagueis. Not here.
    In this movie - Powerful as hell. But very self confident... like palpatine. AND HE FUCKED UP AND HE DIED... IT WAS AMAZING FOR ME BUT FOR the other hand after the movie - who.. the hell is Snoke????



    For the Snoke in JK3 - i think he should be new class with new force power - telekinesis power or something. 





     

    GPChannel likes this
  11. I always felt that modification with the stormtrooper would go like this

    - hard as hell
    - not a feel of the one man army rather one of many troopers that can die even 2-3 hits or even 1 hit
    -The feeling that we are one of those troopers like in the movies : Charging in the group not a lonely wolf. 

    The gameplay would be slow not fast . Rather paying attention how we move and how enemies are placed behind the defensive positions. 

    I rly like the idea of the project with these guys!

    Kazokas, McGroose and the_raven like this
  12. Thanks! I'm still trying this with blender but with mixed success :(

     

    I can get a softly shaded wireframe of my terrain in gtkradiant, and it appears there are two quads missing even though I selected everything:

     

    blender1.png

    blender2.png

     

    Can I just add ground textures (yavin grass for example) to my mesh, and is there a limit to the amount of quads? On a same note, do I have to triangulate the mesh before exporting or does the engine do this automatically?

     

    EDIT: @@AshuraDX, could you tell me how you texture the patchmesh and export it because I can't find any info on this. Every tutorial is about texturing and exporting a finished model (md3/glm/ase) for immediate use in the game. But a patchmesh is just an intermediate model for use in the editor as far as I understand it.

     

    I've been trying all night but I just can't get my textures to show in gtkradiant.

    I know what might be wrong - You must turn on the auto perspective. Go to file->user preferences->interface-> in the middle check the auto perspective it must be checked. 

     

    It is my method but it might have some problems. Pay attention on the face and tris values. 8,192 is a lot. 

     

    And the whole terrain will be MD3. The Patches are only to apply the clip texture on the terrain to make it solid.

  13. I get the effect that i think look decent enough (some texture work and shaders) but i will not paste here the shader because it is not a answer for this question. 
     

     

     

    RWNzNOV.jpg

     

    textures/abc/qwerty
    {
        {
            map textures/abc/qwerty
            blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
            depthWrite
            alphaGen const 0.8
        }
    }
    

    I did something like that.

    @Edit oh I get it. I don't think you can have shadows on transparent texture.

     

    It is possible to get something to be at around 50% opacity, but i've never met an option to adjust the scale of it. I have some ghost/hologram skins which use semi-transparency, but the scale of it seems uncontrollable. 

     

    Thanks for replies!

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