TK-425 Posted February 23, 2005 Share Posted February 23, 2005 So what does Psyk0-Sith do? LODing? Btw, when do you think you might get to work on the AT-ST? Link to comment Share on other sites More sharing options...
monsoontide Posted February 24, 2005 Author Share Posted February 24, 2005 It's (the AT-ST) in the pipeline - but its a special project. These other ones are already 80% coompleted and just need some attention to get out the door. Psyk0 Rigs the models in 3DS Max (Which I don't have) Link to comment Share on other sites More sharing options...
TK-425 Posted February 24, 2005 Share Posted February 24, 2005 Rig? The reasone I am pestering you so is because Hapslash is looking for someone to LOD and weight alot of his models. So I've been keeping an eye out for people who do that sort of thing. Link to comment Share on other sites More sharing options...
monsoontide Posted February 24, 2005 Author Share Posted February 24, 2005 Rig = Weight. The process of setting up the 'bones' within the model so they properly deform the model during animation. LODs are of course models with fewer polys for viewing at a distance instead of using a hi-poly version. I'm not sure if Psyk0-Sith does that but he's done a lot of rigging and is quite efficient at it. Link to comment Share on other sites More sharing options...
TK-425 Posted February 24, 2005 Share Posted February 24, 2005 Is he bussy? How may I contact him? Link to comment Share on other sites More sharing options...
monsoontide Posted March 5, 2005 Author Share Posted March 5, 2005 Sorry... Been er... busy playing KOTOR 2. Quite a compelling story line - if only the battles weren't so tediously boring it might be fun rather than a chore. Still just finished it now on the light side - why the first thing everyone else does is turn to the dark side, I just don't know. Anyway, the place to get hold of Psyk0-Sith is http://www3.sympatico.ca/psykopat/ Will get this project back on track now... Link to comment Share on other sites More sharing options...
Pahricida Posted March 5, 2005 Share Posted March 5, 2005 Originally posted by monsoontide Sorry... Been er... busy playing KOTOR 2. That game is so damn distracting ... I also stopped all my modding work to finish it :> Link to comment Share on other sites More sharing options...
Nokill Posted March 5, 2005 Share Posted March 5, 2005 Originally posted by Pahricida That game is so damn distracting ... I also stopped all my modding work to finish it :> same here and also whit Kotor1 Link to comment Share on other sites More sharing options...
monsoontide Posted March 6, 2005 Author Share Posted March 6, 2005 If only they would combine the cool story and character interaction of KOTOR with the direct action and dueling of Jedi Knight and the size and scope of the battles in Battlefront - then we'd get GAME!! lol Link to comment Share on other sites More sharing options...
monsoontide Posted March 27, 2005 Author Share Posted March 27, 2005 Thanks to Psyk0Sith, the ATST Pilot is ready for release - just waiting on a permission or two before release... Things are cycling around to the point where I'm able to resume this project again... Hooray! Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted March 27, 2005 Share Posted March 27, 2005 Originally posted by Pahricida That game is so damn distracting ... I also stopped all my modding work to finish it :> wich can only mean that lucasarts is finaly starting to put more quality into their games Link to comment Share on other sites More sharing options...
monsoontide Posted March 27, 2005 Author Share Posted March 27, 2005 Alas, no... KOTOR 2 was rushed to meet the Xmas deadline and as a result the last third of the game is badly broken with quests that are impossible to complete an entirely missing planet, character arcs that go nowhere and lots of bugs. Its just the first half that sucks you in - If they hadn't been rushed to finish this, this game could have been absolutley fantastic. Link to comment Share on other sites More sharing options...
monsoontide Posted March 28, 2005 Author Share Posted March 28, 2005 OK, permissions received - so ATST pilot release will be all GO! So am planning to get it released tonight! (Though the best laid plans...) ALso got back to work on the mapping last night. Just a little bit, but something to get me motivated again. (Its so hard to keep ones enthusiasm for a project going sometimes... but I am determined to get it finished) Link to comment Share on other sites More sharing options...
Pahricida Posted March 28, 2005 Share Posted March 28, 2005 just asking out of curiosity: for what did you have to ask permission for? Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted March 28, 2005 Share Posted March 28, 2005 Originally posted by monsoontide (Its so hard to keep ones enthusiasm for a project going sometimes... but I am determined to get it finished) i know exactly what you mean ive had that problem with hoth several times Link to comment Share on other sites More sharing options...
monsoontide Posted March 28, 2005 Author Share Posted March 28, 2005 I used their model as a base and simply reworked a lot of the mesh, rather than starting from scratch. Same with textures - notably on the holster, gloves, face and goggles. No point reinventing the wheel, when I have such a small amount of time to work on the project in the first place!!! Link to comment Share on other sites More sharing options...
monsoontide Posted April 1, 2005 Author Share Posted April 1, 2005 Anyone know of a way to block vehicles but NOT players??? (Currently the AT-ST's in the map can walk up into the Ewok village and it looks a little rediculous!) Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted April 1, 2005 Share Posted April 1, 2005 i dunno if theres an entity or a system shader for it but my best gues is that you could put somekind of clip brush above the walkway upto the village blocking off the at-st but not the players this would not be a smart thing to do if your map is gonna have jedi players Link to comment Share on other sites More sharing options...
Lindsey Posted April 2, 2005 Share Posted April 2, 2005 vehicles are NPCs, theres an npc blocker texture in the system textures, you might try that and see if it blocks the ATST. Link to comment Share on other sites More sharing options...
monsoontide Posted April 5, 2005 Author Share Posted April 5, 2005 Ok, I've redone the forest facade texture so it matches the model trees a lot better, I've added a couple of hollow tree trunks to run through. rezzed up (redid) most of the ground textures, finished the AT-ST Pilot and added him in the team classes, changed the Vader model to the VaderVm one (Hapslash's one looks great but since he rarely releases anything, I'm not holding out hope). Also started work on the log swings and it kinda looks good but needs a lot more work - will probably have to script them to get them to swing only once, perhaps with some sort of delayed reset on them Have the primary Siege Objectives working properly but still need to add the secondaries. When activated, I'm hoping to spawn in some NPC backup forces - though not certain if that will work well or not. Have finsihed the handrails on the four main Ewok platforms - now just have to do the small ones and the bridges (Which are a pain in the arse). Am working on the map screen and objective icons. Added some more lighting and sound effects but still much more to add. Am definitely going to have to add fog as it runs a bit too choppily without it. Hope to have some new screenshots in bit. Also been playing Lego Star Wars: The Game - Dang! If that Revenge Of The Sith Space Battle level isn't full on!!! As an aside, what Game Engine do you think should be used for the "next" Jedi Knight game? (Assuming one ever gets made of course.) Link to comment Share on other sites More sharing options...
Lindsey Posted April 6, 2005 Share Posted April 6, 2005 The Half Life engine looks good from what ive seen, or perhaps the engine from Quake 4, since I assume it has the same type of engine as Q3a, just more powerful. I doubt LA would make another Jedi Knight game, thats something modders would have to do. Link to comment Share on other sites More sharing options...
monsoontide Posted April 7, 2005 Author Share Posted April 7, 2005 Hmmm... Seems I'm getting too ambitious again for the Q3 engine. I keep getting the MAX_MAP_VERTS error - so looks like I'll have to split the map into two separate ones. Will probably make the Forest - Ewok Village - Bunker portion into the Siege map and the Bunker - Shield Generator - Landing Platform into a FFA map. Sigh. There is one alterative I'm going to try, but I've never seen it done before and have no idea if it will work - merely that I have seen the option. OK. Once I get the damnthing working again, I plan to finish the UV mapping on the Rebel commando and get him to Psyk0Sith for rigging. Progress is being made and I'll put some updated screeenshots up as soon as I get the map to compile again... Link to comment Share on other sites More sharing options...
Eldritch Posted April 10, 2005 Share Posted April 10, 2005 Perhaps you're using too many patch meshes? Try compiling with a set LOD in the patches, or perhaps just try removing some unnecessary ones. Link to comment Share on other sites More sharing options...
monsoontide Posted April 10, 2005 Author Share Posted April 10, 2005 Found it! Was my shader.... generating too many plant models on the surface of my terrain! Now that's taken care off... I can get back to it. Link to comment Share on other sites More sharing options...
monsoontide Posted April 12, 2005 Author Share Posted April 12, 2005 Can someone please send me scans of the Endor stuff from the Incredible Cross Sections book? I've seen the book in stores but haven't been able to justify the purchase. It's a pretty good reference too and I'd like to make the Ewok village section of the map a bit more "accurate". Thanks Link to comment Share on other sites More sharing options...
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