NeoMarz1 Posted December 10, 2003 Share Posted December 10, 2003 Originally posted by Duncan_10158 It doesnt look good! there was nobody contacting me about working we me on this project. only you, seks03, helped me to search for some help, thanks. i posted a thread on vehicle limit and on new vehicle classes, but nobody at least replied. i got lots of mails as reaction on seks03 post on jedimoves.com, but none offerd to help me, all asked me if i could do something for them. i realy doubt about working on on my JA projects, i got so much to do on my other lives work and most of the JA projects i am working on is for others asking me for help. i am not sure if it has any sense if anyone (seks03, you surly not) is thinking only on thier own project. i dont know Duncan, you know what the problem is? I think Jedi Academy lost alot of the modders from Outcast. Jedi Outcast had already been bled dry by the top modders... Personally I think Jedi Academy has alot to offer, and most modders would come back if they only knew. The problem is (believe it or not) your posing questions to a community that is short on "interested craftsmen". You can see this when you go to sites like "Jk2files.com"... At one time these sites hosted some fantastic work, These days you see less and less quality work. Dont feel bad though... your not the only one, currently AOTC/TC is trying to get its hands on some more talent. Id be glad to help you out a bit, but I am currently working on a few projects. As you know, most of my skills are in the skinning/modeling dept. Anyhow, I'm not trying to discourage you... Keep posting, I think the more we get this work out there, the better chance the core talent will come back. I'll keep an eye out for someone that can help. Mars out Link to comment Share on other sites More sharing options...
keshire Posted December 10, 2003 Share Posted December 10, 2003 Duncan I may be able to help. But I'd also like to take a crack at making the droideka a player character. Which would give you access to all the transition animation options. Link to comment Share on other sites More sharing options...
Zappa_0 Posted December 10, 2003 Share Posted December 10, 2003 Marz I agree, JA has alot to offer. But the thing is we have to figure out how to use it to our advantage. The shields on a x-wing is different from a Destroyer Droid. Think Force Field. Duncan wants to do the rounded shield around the droid to make it look like the real thing as possible. Also making it a player model, it wouldnt be right. You dont wanna see Destroyer Droids with Lightsabers, Force, etc. It would only be best as a vehicle. Link to comment Share on other sites More sharing options...
keshire Posted December 10, 2003 Share Posted December 10, 2003 Think Seige class. RenegadeOfPhunk wants to add it as a player character in the next Movie Battles Mod. He can code it so only certain animations are used. So no lightsabers. Link to comment Share on other sites More sharing options...
keshire Posted December 10, 2003 Share Posted December 10, 2003 And it would save me the time to animate someone else's Droideka myself. Link to comment Share on other sites More sharing options...
Duncan_10158 Posted December 10, 2003 Author Share Posted December 10, 2003 Zappa_0, thanks, i know most of you out there realy encourage me in going on with this project and suggesting helpfull things like you did, Usurpo, and i thanks for that. but this isnt a problem of us modelers, its more that mapper, coder and modeler doesnt help each other or doesnt take knowledge of the others work. i posted two long threads on vehicle limit and new vehicle classes on the codeing forum but but didnt get even a reply. i am dissapointed, i realy dont understand that. but i could be wrong in my point of view, the hole vehicles thing perhaps isnt that importent for a great improvment for JA, as i think it is. back to the droideka it self, Usurpo, your right, shields are part of the aircrafts, but its working for all the vehicles in some degree. i added a shield to the droideka model and it worked, but not correctly. a part of the model is a rounded shield around the droid, so the visual part of the problem is solved. the droideka is finished as model and animation. nothing what i need to help as something to do with the modeling part, i only need to do the coding things. also not-shooting in role mode cant be solved though modeling, i tried to remove the muzzle tags, but that doesnt work. right now i am using the walker class so boost isnt possible eighter. i made the droideka originaly as player model as you suggest it, keshire. the difference in fact isnt that big, to make it a player model we have to creat a differnt player class like we would do it for a vehicle. we could use it as a siege class, set up from the start. but the thing is coding again and i need help for that. just to say it, the droideka is playable right now, model and animations are done. i could release it as it is now and it would work quite well BUT the first one using it in her/his siege map would do a mode for it allowing it be used as player model and correct all the code thing i am talking about. i just want to do the coding part now instead of every mod maker on thier own. keshire, every help is welcome. did you already take a look into the vehicles classes? or also in creating as spezial player class? i can sent you my leatest version so i can take a look at it? i can sent it to everyone how wants to see what i am talking about. let me know Thanks for your support Link to comment Share on other sites More sharing options...
keshire Posted December 10, 2003 Share Posted December 10, 2003 Sure let me take a looka t it. I'll also pass it along to RenegadeOfPhunk. http://forums.jk2mods.com/ jmattison@scottrade.com Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted December 15, 2003 Share Posted December 15, 2003 Hey guys. ...me and Keshire are on the job I've been sent the current droideka work, and will let you know as we make progress on getting the nessesary code done to get the droideka working properly in-game... Link to comment Share on other sites More sharing options...
Pipedream Posted December 15, 2003 Share Posted December 15, 2003 Nifty! Link to comment Share on other sites More sharing options...
[jedi]gabrieL Posted December 21, 2003 Share Posted December 21, 2003 i am dissapointed, i realy dont understand that. but i could be wrong in my point of view, the hole vehicles thing perhaps isnt that importent for a great improvment for JA, as i think it is. Duncan_10158 you are wrong. The best thing that happened to JA mp was vehicles support and siege mode (mp objectives). You see the gameplay of JA is almost identical to JK so it is easy to learn for new people and easy to adapt for old players. Vehicles is a new feature introduced into mp with a hole new mini-game. It also introduces a new idea of making larger maps so vehicles can be well manuvered without hurting fps to much. I am not familiar with the JA SDK yet so I haven't really found a way around the vehicles limit and the sad truth is the amount of coders in the JA comunity is very limited. I think its really a matter of time before someone will come up with it. Im looking foward to getting all your models. We run servers with an rpg map called bdc-racing-b3 which is just incredible for using vehicles. It is a t2_trip style map in a much bigger shape that allows new players to spawn vehicles and use them at will. It also has the size to manuver and the fps to handle it. We also use all new vehicles that have been released in pcgamemods and as soon as the vehicle limit is increased we will start creating custom vehicles. There are mappers in our clan working in rpg-ffa-siege style maps that will 100% support spacecraft & ground vehicles. Duncan & everyone else keep up the good work. Link to comment Share on other sites More sharing options...
[jedi]gabrieL Posted December 23, 2003 Share Posted December 23, 2003 http://www.pcgamemods.com/3518/ OmniMod 2.0 with vehicle limit increased to 64 along with a lot of other nice features. Link to comment Share on other sites More sharing options...
Zappa_0 Posted December 23, 2003 Share Posted December 23, 2003 Hmmm I hope it works. If it does someone would probally should make it by it self. Im sure not all will want to use omnimod all the time to use the 64 vehicles allow limit. Link to comment Share on other sites More sharing options...
keshire Posted December 23, 2003 Share Posted December 23, 2003 It was a simple one line change. Most mods will probably include it from now on. Link to comment Share on other sites More sharing options...
Duncan_10158 Posted December 23, 2003 Author Share Posted December 23, 2003 back to the droideka again. the coding of the droideka is making great progresses, RenegadeOfPhunk is working on it and sent me a first recoded version. not shooting in roll mode, fold in/out animation showing and some other features are implemented and workin perfect. these new coded features will be part of the Open Jedi Project. take a look at the new vehicle classes thread in the OJP Forum: http://www.lucasforums.com/showthread.php?s=&threadid=119505&perpage=40&pagenumber=1 as everybody knows, i am not that good at skinning and the droideka needs a skin. i have made some trys but all turnd out crap is here somebody how could and would like to make a skin for this model. let me know. Link to comment Share on other sites More sharing options...
Duncan_10158 Posted December 30, 2003 Author Share Posted December 30, 2003 Scouttrooper answered my call and started to skin the droideka. also here, thanks for your help Scouttrooper. here are some first pics Scouttrooper posted on the droideka in the request forum. i post it also here so everyone can see the great progresses! its pretty nasty to skin it very good, I just started with it here are some shots : as you can see, it still needs more detail on the chest parts and arms, im still figuring out how to make those "oil blur" colours better on his head and "wings", more updates later Link to comment Share on other sites More sharing options...
Zappa_0 Posted December 30, 2003 Share Posted December 30, 2003 Looking good and im glad you have gotten the help you needed. Link to comment Share on other sites More sharing options...
tFighterPilot Posted December 31, 2003 Share Posted December 31, 2003 Are you using shaders? Link to comment Share on other sites More sharing options...
Manquesa Posted December 31, 2003 Share Posted December 31, 2003 well just spec map the whole thing, that should be all you need IMO anyway Link to comment Share on other sites More sharing options...
Duncan_10158 Posted December 31, 2003 Author Share Posted December 31, 2003 first off, it looks fantastic! on some of the reference pics i used the wings have holes. i didnt made those in the model to keep the polygone count low, i tried to make them as black dots on the skin. did you think of doing something like that? some shining shader effects on the armor plates would look cool, yes. but not too much of it. as i remember most of the Federation techology looks a bit rusty, right? the energy shield is part of the coded things. i dont know if we can another skin for it. perhaps Phunk knows if its posible to change the energy shield skin. do you think we should use another one then seen on the two pics above? i could redo the skinmap so it fits better? Link to comment Share on other sites More sharing options...
Zappa_0 Posted December 31, 2003 Share Posted December 31, 2003 wow those shots look awesome. Good job! Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted December 31, 2003 Share Posted December 31, 2003 I didn't code a different skin for the energy shield - I just changed the last line in the model_default.skin file: i.e. energy_shield,gfx/effects/shield.jpg ..if however, your talking about the effect which is played when the vehicle actually get's hit, there is this .veh parameter defined in code: shieldShader ...with the description... //What shader to use when drawing the shield shell The only thing is, it's not mentioned in the template.veh example, which makes me wonder whether it's coded in right - although I checked, and this parameter certainly seems to do something in code - so it's probably worth experimenting with... Link to comment Share on other sites More sharing options...
keshire Posted December 31, 2003 Share Posted December 31, 2003 New skins can be done by adding a new entry in the veh file. Just put whatever.skin for the custom skin entry. You can stack them droideka_plain blah blah blah custom skin = blah droideka_rustic blah blah blah custom skin = blah_rustic.skin then you can spawn whichever version you want. Link to comment Share on other sites More sharing options...
DarkLord60 Posted January 2, 2004 Share Posted January 2, 2004 Holy crap that is awesome work man great detail too! Link to comment Share on other sites More sharing options...
LightNinja Posted January 2, 2004 Share Posted January 2, 2004 Wow, nice skin work! Link to comment Share on other sites More sharing options...
keshire Posted January 2, 2004 Share Posted January 2, 2004 Sure more round, but at the expense of Poly's Link to comment Share on other sites More sharing options...
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