hhunter6 Posted June 5, 2008 Author Share Posted June 5, 2008 images deleted Link to comment Share on other sites More sharing options...
DFgeoff Posted June 6, 2008 Share Posted June 6, 2008 That is what we in the Royal Navy call, awesome. Thanks for the hard work, it's coming along great! Link to comment Share on other sites More sharing options...
Sir Vougalot Posted June 6, 2008 Share Posted June 6, 2008 I really don't know what to say other than: amazing work! Link to comment Share on other sites More sharing options...
DarkTrooperIII Posted June 9, 2008 Share Posted June 9, 2008 It has that dark spooky feel...I like it! Excellent job! Link to comment Share on other sites More sharing options...
On_Your_Six Posted June 19, 2008 Share Posted June 19, 2008 Can I just make a small constructive criticism on these... On the whole, the texturing and mapping is absolutely stupendous, absolutely fine work... If what I'm going to suggest would take too much extra time, then just disregard... http://img149.imageshack.us/my.php?image=50315192oh2.jpg Mind, that I cannot remember for the life of me what this level looked like (it stressed me out so bad, back in the day)... I was thinking the effect in this picture (on the stairs and ceiling alcove) could look even better if you dimmed the orange along face and took advantage of the glow effects of the blue lights... If my suggestion isn't in keeping with the presentation from the original game, then no worries... Fantastic work aside from that... Also, I don't see why you wouldn't use as many as of the smuggler/mercenary type characters as possible, even if they weren't all in the original game, the variety is always good, especially if there's no need to remodel them... hehe Link to comment Share on other sites More sharing options...
DarkStarMojo Posted June 24, 2008 Share Posted June 24, 2008 That's a shader issue I'll have to address but fixing it so that the blue glow is the most prominent should be pretty easy as long as there aren't errors in the shader script file. As for the mercenaries, I never really cared for the JA mercenary design. I'd have no objections to adding some Rodians to the DFMod levels but I'd rather avoid the mercenaries. It's a matter of my own personal taste in the JK series games more than anything. Link to comment Share on other sites More sharing options...
On_Your_Six Posted June 24, 2008 Share Posted June 24, 2008 Ahh, I see... Sounds good... And I actually didn't mean the brown guys with the lame head gear per se, I was using it as an umbrella term for the various NPC's (rodians, trandoshans etc) So, good call on that one. Link to comment Share on other sites More sharing options...
hhunter6 Posted June 27, 2008 Author Share Posted June 27, 2008 I'm actually going to just stick with the main enemies that DF had rather than go all out, the trandoshans are in the level so i do have them in there as well. Link to comment Share on other sites More sharing options...
hhunter6 Posted August 1, 2008 Author Share Posted August 1, 2008 so heres a small update from me. I only have 1 more area to map out and then the level will be 100% mapped. After that its texture tweaks here and there, adding the final enemies, pickups and map goals and then the map will be done. There still needs to be some scripting done as well too. I'm not going to post any screen shots of these areas though, I want to keep them a surprise for the final release. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.