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Some Handy Tips for SP Editors...


AKPiggott

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From an earlier post at the Massassi.net forums. . .

 

I was thinking about something. Most levels are linear in story and gameplay unless they are really complex and long. Most of the time they aren't really complex and long. That brings up the debate in use of in-game choices.

In a cutscene you could have the player make choices about the game scenario. Lets say you have Kyle at a bar trying to find a criminal's ship and the criminal. Lets name the criminal Bob. Kyle needs to ask a bartender. Some choices of questions/commands could be:

 

1. You will tell me of a criminal named Bob.

2. I'm a Jedi and I don't care to swing the saber. Tell me where Bob is or you will regret it.

3. So, any dangerous people I should stay away from around here?

 

Each option would have a different affect on the outcome of the situation and the rest of the level's story. Option 1 could be used with Force Persuasion to "persuade" the bartender into telling where Bob is. The bartender would comply and give the location of Bob without resistance. Option 2 would be considered a threat by the bartender, and the bartender might respond by alerting a gang to kill Kyle. Option 3 would be another way to get the bartender to tell where Bob is, but it doesn't require force powers or threats.

 

To code the options someone would develop a script of the cutscene and midway through the cutscene they might write:

 

bind f1 run option1

bind f2 run option2

bind f3 run option3

 

The options and the appropriate button for Kyle to select that option would be written in the subtitles/captions of the cutscene.

"option1", "option2", and "option3" are scripts that have code for the event that happens when an option is picked.

 

People, take a look. See what you think.

 

MY STEPS FOR MAKING A LEVEL (THEORETICAL)

1. Archi, funcs, and lighting as progress is made

2. NPCs

3. Scripts and related topics.

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Yeah. I'm doing stuff like that with Party Crasher. It's very simple to do. Basically there's a puzzle at the start that can be done two ways and the last part of the level has two different routes to complete it. There's also another puzzle that has more than one way to complete. It adds a bit of replayability and not hard to do at all.

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It's pretty easy. All you have to do is copy the "models/luke" directory, rename it to "models/kyle" and edit the "model_default.skin" file paths to point to the renamed directory. Try to find a tutorial or thread on it for more in-depth issue.

 

I also want to point out that I've written a cutscene article that all SP editors should perhaps check out.

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  • 1 month later...

Great thread guys!!! I'm a friend of Kengo's, just starting to do some editing (I intend to do strictly SP).

 

First map will be on the Death Star II. More info to come soon once I actually can actually build a map (I understand the stuff just find in concept but gets a little confusing in Radiant, I'm using GtK, and it will just take some time...just started last week).

 

Thats about it, but I recall someone asking how to make those cool Star Wars intros...here's a link.

 

http://www.campway.ro/DarkKnight/tut_crawl.htm

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I've heard a lot about Piggott's work. Unfortunately I've never been too into JK to try it out. I hope to play "Party Crasher"- DLing the trailer now.

 

I like this thread and its stressing on quality SP stories.

 

WOW. Very cool trailer! I had no idea it was going to have so much animated acting! I have a good handle on architecture, but all the scripting of JO is new to me.

 

Anyway, I just wanted to throw in my words about a good opening text crawl- a must for any Star Wars add-on. I have been working on a multi-level mod for Dark Forces (yes, ancient), and I also feel letting the story unfold in-game is what makes it work. A textcrawl starts it out on a good foot:

 

THE DARK TIDE

 

Episode I: Wasteland Survivor

 

It is a time of great peril for Luke Skywalker. As he

travels to Tatooine to rescue Han Solo, the Rebellion

learns of a mysterious plot against him.

 

In an effort to save Luke from the danger that awaits him,

Princess Leia has dispatched the mercenary Kyle Katarn

on an urgent mission of warning.

 

Katarn and his mission officer Jan Ors have arrived

in the Tatooine star system only to find

themselves ensnared in a vicious space battle

against Imperial forces from which there is

little hope of escape....

 

and then,

 

THE DARK TIDE

 

Episode II: Nightfall

 

It is a desperate hour for Kyle Katarn.

While travelling to warn Luke Skywalker

of impending danger, Kyle's ship was

shot down over the skies of Tatooine.

 

As Kyle scoured the Jundland Wastes in

a dire search for a means of escape, his

mission officer, Jan Ors, was ambushed

and captured by the Empire.

 

With the aid of fellow mercenary DASH

RENDAR onboard the Outrider, Kyle

now races across the desert towards

the Imperial garrison to rescue his

fallen comrade . . . .

 

Anyways, Episode III and IV are almost done for DF, and Episode V (the last) will be my first JO SP level. My current project is a MP version of the Imperial Garrison on Tatooine seen in The Dark Tide II: Nightfall.

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I see there haven't been any posts to this thread for a while, but hopefully somebody out there will see this eventually. I'm just getting started mapping for single player. I'm taking it slow, testing the waters, checking out existing maps for gameplay and textures. I know I read somewhere in a Jedi Outcast forum that it is possible to open a multiplayer map in single player mode. Does anyone know how to do this? Any help in this matter would be much appreciated. I have what I think is a great story in mind, and I'm eager to get started!

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