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Asgarath83

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File Comments posted by Asgarath83

    Thermae

       148    6

    I love Mithological \ historical \ Architectonic map Themed, so is impossible for me not enjoy your job!

    Also, as Italian, maybe i can particulary like how you reproduce the column and vaults style of ancient rome empire.

    Walk in this map for me is like walk into a little piece of memories of my ancestors.

    Thanks Biggs! ❤️

    You make my day. 🙂

     

    biggs likes this

    Jedi Academy - Outcast

       6,460    23

    i love it , but need a tons of fixed with a better assets porting and code hacking for really works 100%. :\ 

    for me it's glitched. doom_shield level crash killed galak. i guess for gravity sets on zero. see my review for more info.

     

  1. On 3/15/2019 at 11:14 AM, V4nJ0rDy said:

    This does NOT work for UE4! I rigged the skeleton to a mesh and then imported it into ue4 no problem, but when i try to add animations it says that they have the wrong root track or whatever its called, maybe im doing it wrong, but if im doing it right then it doesnt work, if not please tell me.

     

    EDIT 1: I managed to successfully rig the mesh with the skeleton, problem now is that the animation in UE4 now is heavily deformed, ill come back to it once i figure it out...

    Sorry, i never used UE4 and i not know how to make these animations doables on it.

    they can be used on unity. if they are put into the humanenemy folder i guess. at least, a lot of years ago i worked some months to a fan game on unity and me and the coder successfully ported to unity working animations.

     

  2. On 3/18/2022 at 12:30 AM, Chansta said:

    great now i can learn spanish while playing jedi outcast

    Is almost similar to italian, at least for most of words, but italy grammar is more complicated. if you learn spanish you can understand also a lot of my language. 🙂

     

    thanks for the spanish addon canseco!

    tinny and CansecoDev like this
  3. well, tecnically also ported models from other games are stolen assets.

    A simple mind maybe expect that into a modding community all assects of modders are free to use from other modders, making with credits

    The reality is that this is case by case, that peoples mostly is selfish or jealous of their art, also if is a mod for a no profit free context like modding a game, and that each modder have differents rules and make different licences about his personal production.

    Personally i prefear the copyleft policy respect of old copyright policy, but i understand if someone is so jealous of his art that not want to share with anyone or is angry if someone use into a project without his permission. (okay, that's can be understandable).

    modders should ever ask wrote permissions by others before use other stuff in a different contest.

     

     

     

     

  4. I played this years ago and it was a fantastic mod!

    amazing battle. engine boosted to his limit.

    impressive the dogfight single player part! if you study assets, you can see fighters use basically swoops logic deeply hacked.

    i suggest to all modders to study asset of this mod for learn stuff that can be useful for new projects. so the heredity of this mod will be double useful, for entertainment, and for production. 🙂

     

    Lancelot likes this

    Boc Aseca

       105    1

    Thit's character have an italian name.

    "Boc Aseca" is like "Bocca Secca". On my language it means: "Dry Mouth"

    i really suppose that many of Star wars names are words joke of various languages, different from English.

    Nice model. 🙂

     

     

  5. Why not put it on tier 3, but make little more hard the fight againt trandoshans swoopers? (i not know exactly how, without editing the map itself,.., maybe some fix of scripts, maybe is possible to give to trandoshan troops a little armor points for make ther more hard to defeats.)

     

  6. 11 hours ago, mjt said:

    Texture allignment is much less of an issue when decompiling with current q3map2 from NetRadiant Custom - misc_models are not lost, the point entity will be where it should be - it's just when the mappers didn't include the md3's you'd have to extract those in another manner - such as the blender bsp importer route and make .md3s out of them again.

    Lights are preserved too?!?!!? O_O "

  7. 20 hours ago, JesseHumphry said:

    SOME textures lose their alignments. I decompiled with map_bp and it keeps the alignments in some cases. You'll need to have UV lock on in NRC if you use anything though. 

    Interesting. i didn't knew that uv lock can preserve from this issue.

    thanks man! :)

    Hudaw likes this
  8. 15 hours ago, JesseHumphry said:

    Unfortunately I'm not sure if there's anything I can do about that. If I can find better ways to decompile the .maps I'll be sure to update these.

    Sadly lights never be decompiles and get ever losted alls. textures lots their alignments.

    misc_models are losted too, they become structural brushes.

    Again i not way a better way to decompile BSP.

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