Khier Posted January 17, 2003 Posted January 17, 2003 how are the cutscenes and voice acting coming along?
lassev Posted January 17, 2003 Posted January 17, 2003 I'm still waiting for the level, where you are walking down a street filled with neutral NPCs, and then a sniper starts firing and innocents NPCs start dying all around you. With suitable collection of waypoints and a script to give the NPCs a little extra speed, they would run this way and that, possible screaming incoherently to heighten the panic stricken atmosphere, few would even stop to (or still running) shoot with poor aiming everywhere. Too bad my own project is compelety unsuitable for that kind of scenes.
Katarn07 Posted January 17, 2003 Posted January 17, 2003 Wow!!! I have been waiting for Tales of a Mercenary 3 for some time, but this looks great! I have played your entire "oaM", excluding the original BoaM missions. I went straight for the SE. Can't wait for this...
lonepadawan Posted January 19, 2003 Posted January 19, 2003 I'm wondering- will the level take place entirely in this city? Or will their be other loacations?
AKPiggott Posted January 20, 2003 Author Posted January 20, 2003 This level will be set entirely in this city. If I make a sequel, it'll take place somewhere else.
Katarn07 Posted January 20, 2003 Posted January 20, 2003 City have a name??? Looks like an old Nar Shaddaa...
IS_Raptor3k Posted January 21, 2003 Posted January 21, 2003 I believe the city is Corasant, or is that the name of the planet...
rolsen Posted January 21, 2003 Posted January 21, 2003 I'm pretty sure that AKPiggot said that the level takes place on Malastare, not Courscant.
AKPiggott Posted January 22, 2003 Author Posted January 22, 2003 It's supposed to be Malastare but I've taken a bit of creative license with it. I've basically got the purpley, rocky feeling of Malastare from the pictures I've looked at. But the planet isn't nearly as urban in any of these pictures as I've made out. My original version of the level was more faithful, but this looks and plays much better and that's what matters.
wedge2211 Posted January 22, 2003 Posted January 22, 2003 "They have Pod Racing on Malastare...very fast, very dangerous." The one mention of that planet in the movies, TPM. And there is a whole set of pod races on Malastare in the pod racer game. You could check those out for scenery. Like you said, not very urban, but there's probably a city here and there if it's well-known in the galaxy. Any chance you'll be working pod racing into the level, in any way at all? (Not necessarily actually HAVE a race to participate or watch, but just posters on a wall or something, or people gambling on the results.)
Emon Posted January 23, 2003 Posted January 23, 2003 You could make a little pod racing animated texture or ROQ to play on a wall, just like they had in the cantina in EP2. If a ROQ won't work right, or is too hard to do, you could just take a few screenshots of a Malastare pod race from the Pod Racer game, and assemble them into an animated texture. If you don't have the game, I'm sure someone else would take the shots for you (I would but I don't remember where my CD is; if you're interested, let me know and I'll look for it).
AKPiggott Posted January 23, 2003 Author Posted January 23, 2003 Originally posted by wedge2211 "They have Pod Racing on Malastare...very fast, very dangerous." The one mention of that planet in the movies, TPM. And there is a whole set of pod races on Malastare in the pod racer game. You could check those out for scenery. I forgot to mention, but I did use Episode I Racer as reference too. There's this green liquid that dominates the planet shown in that game, but I've decided not to use it because it doesn't conform well to the colour scheme I'm using. Originally posted by wedge2211 Any chance you'll be working pod racing into the level, in any way at all? (Not necessarily actually HAVE a race to participate or watch, but just posters on a wall or something, or people gambling on the results.) I was thinking of putting a track in my original version of the level. A track wouldn't fit here but I like the idea of referencing it. I'll see what I can do. Basically in my level I am making the story and gameplay aspect of it first and adding all the immersive city-like bits in afterwards (hence the lack of NPCs). Originally posted by Emon You could make a little pod racing animated texture or ROQ to play on a wall, just like they had in the cantina in EP2. If a ROQ won't work right, or is too hard to do, you could just take a few screenshots of a Malastare pod race from the Pod Racer game, and assemble them into an animated texture. If you don't have the game, I'm sure someone else would take the shots for you (I would but I don't remember where my CD is; if you're interested, let me know and I'll look for it). Great idea Emon. I've got Episode I Racer, yes. So I might give that a try. I could do some giant holoscreens or something and place them around the level.
12thMonkey Posted January 23, 2003 Posted January 23, 2003 Maybe you could add Duncan's Dug (Sebulba) model as an NPC, they're from Malastare right? Looks great btw.
El Sitherino Posted January 24, 2003 Posted January 24, 2003 i made a little rodian to dug thing.if anyone wants it.
AKPiggott Posted January 24, 2003 Author Posted January 24, 2003 That's an idea. Is there a version of the model with no cap or goggles on? Shots, featuring Zy's Jedi Star Fighter model:
boinga1 Posted January 24, 2003 Posted January 24, 2003 amazing combo of models...and yes, there is an version w/ no helmet and goggles
Matt-Liell Posted January 24, 2003 Posted January 24, 2003 Sorry for posting this in your WIP Ak but perhaps you could answer my question I have. How do you make custom imported models solid in your map? Whenever I use one you can walk right through it. BTW I'm using GTK Radiant. About the map, its amazing! The dug thing would be cool!
wedge2211 Posted January 24, 2003 Posted January 24, 2003 Matt-liell: You put system/physics clip or system/clip brushes around it. Read RichDiesal's tuts on the subject. AK, looks good! I like the way you've adapted the standard JKII textures for use in your map (I recognize the Lady Luck hull plates on the wall in front of Mace). The fog also gives a nice ambiance, even in fairly close-rage shots like these; really looks like a smoggy industrial area. Keep it up!
AKPiggott Posted January 25, 2003 Author Posted January 25, 2003 Cheers. I've got no time to make my own textures (I'd rather devote more time to the level itself) and JK2 doesn't have that many textures that suit the theme, so modifying existing ones does the job perfectly without wasting much time.
Katarn07 Posted January 26, 2003 Posted January 26, 2003 Ooo, more screens. And the mention of Podracing will get me checking back here more often!
T-Dogg Posted January 26, 2003 Posted January 26, 2003 Lookin' real good... Haven't been visiting the forums very frequently for months now, but I'm glad I did now!
T-Dogg Posted January 28, 2003 Posted January 28, 2003 Did I say something that scared everyone away?
Khier Posted January 30, 2003 Posted January 30, 2003 I have to say this is shaping up to be a very nice SP map, and there are a few other projects in the works as well as the AOTCTC, its nice to see that SP is starting to come out of its hole
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