Saturday, December 27, 2014

Sorry about the delay...

Well if any of you paid attention to my previous post I promised a Christmas gift. However I had the most bizarre Christmas ever as I totally tweaked my back from just stretching, then enduring lots of pain before finally going to chiropractor. I'm only 18 years old and I have old person problems.....

Anyways, I don't think you guys want to know more about my back so I'll just tell you that the present is in the download section of my Misc Project page.

It's a fully converted, enhanced and functioning scout trooper for MOTS btw.

EDIT: I moved it to my MOTS enhanced addon project from my Misc Project Page because it made more sense.

Wednesday, December 24, 2014

Merry Christmas Eve

Here's what I've been working on for the past few months and it's turned out pretty good so far. Enjoy this gift, because the real one comes tomorrow. :)

Tuesday, January 07, 2014

Please help the needy

This is a question about some hypothetical program that I hope exists. I looked around but had no luck. Does anyone know of a program that takes a 3d model and divides it into X number of meshes based on how many polys you set each mesh to have. This would be very useful for height map because when I create large detailed height maps for JK I hate spending an hour in milkshape dividing each into 120+ meshes(If it's higher poly) with less than 512 polys each(JK limits). I would just be nice if I could type in the number 508 and the map would be divided into a certain number of meshes ready to be put in JK. :) I guess I'm not really needy.... I just like shortcuts.

Friday, January 03, 2014

I have a problem

First off, yes FOOTE is back. Second, I have a problem.... I'm sure most you know where I'm going with the HUD, however I can't get the colors right. Yes, it's 8-bit and yes, there are no colors used that aren't used in the original HUD, every pixel is using a color that came with the original HUD. I even tried internal pallette. I am swamped.... So I need help. Just post on my project forum. Thanks.

EDIT: FYI, it works in 8-bit mode, not 16-bit.

Thursday, February 07, 2013

Level 1, 3.0

Well I've began making a new first level. It is on Kashyyyk, the place of the fall of Delta-07. I've Built probably about 1/3 to 1/4 of the level. I've posted a few new screenies of it. I know there will be more delays but I cross my fingers that there may be no more huge delays.

Monday, January 14, 2013

Another potential change

So I did some reading and I realize that the plot layout I had for my FOOTE campaign doesn't work chronologically with the book Republic Commando: Order 66. We here, all know that my walkplayer(Scorch) is from these series and the way it's laid out is not corresponding to my campaign. So I'm considering just continuing my work on a campaign that fits nowhere in the Star Wars galaxy chronologically, or changing the walkplayer to Sev, Delta-07 and using him. This would work because, as most of you should know, Sev was presumably killed at the battle of Kashyyyk, but really no one knows. So I could make the campaign follow Sev around after being left behind, he will then proceed to fulfill the original campaign that was intended for Scorch. Sound Good?

Tuesday, December 25, 2012

Voice Acting

So Progress is super fast! I've constructed 80-85% of the level and I predict I'll finish today or tomorrow. After that I just have to finish texturing which is cake cause 80% of whats done is already textured. Then I'll set up the cogs and finally light it. If you guys want to have all the custom clone trooper voices and possibly an opening cutscene then I will need the voices. I can send out a list of all lines needed to be said, and the person who makes the best clonetrooper noises will be accepted. I will be doing the Jedi's voice. Remember special someone, you are speaking for the main character.(and dozens of other misc. clones) Anyone who's interested just write on my forum. Merry Christmas!

Thursday, December 13, 2012

starting to head in a fantastic direction

Many things have changed since My last post, I've decided to do something creative with my campaign. First off I've had to completely start over on my level one because the original is corrupt and I can't get it to work, I've tried every thing. I even tried loading an incomplete version of it hat I had saved in zip folder before the level was corrupt and it still didn't work. So this remake will have the same layout and will consist of copying lots of sectors and remaking others. It should be a quick process and hopefully I'll be done by the time winter break is over. Second, I've decided to make sub campaigns by using the easy medium and hard difficulty settings. Easy will just consist of the original/main campaign, medium you will play as a normal CloneTrooper fighting along side others to kill off the space pirates. The hard setting will allow you to play as the Jedi general on board the ship and pull a Kyle Katarn and sneak onto their ship and infiltrate it. Hopefully the sub-campaigns don't add on too much time to the production of this mod.

Saturday, September 29, 2012

Exciting

So I'm now working on the final room and one I'm done with that and fixing a few textures and cogs I will be ready to release the level one demo and see how you guys like it.

Tuesday, August 21, 2012

help....

So first things first, I decided instead of having a standard, little DC-15 that I would have the E-11 come back and make a
DC-15A Rifle take the place of the lightsaber.(Yes, this campaign was never intended to have a lightsaber) So what you are looking at is the E-11, I gave it a muzzle flash but am having trouble. I modified the cog a little so that when you fire the weapon it changes the povmodel to a different 3do with a build in muzzle flash and it works like a charm. However instead of the mesh changing back to the original model, when firing is over, it just goes away unless you fire it again then the flash model pops up and goes back down. I thought return message in the cog would make it go back but no. I tried some other stuff, just messing around with my little cogging knowledge but no luck. If any of you's can help that would be sweet. Just start writing again in for the cog.

Sunday, August 19, 2012

Little details

Stupid little details! You always have to hold me back. I do however think they are rather cool. After learning how to do 3do model replacement I created 6 different models of a new walkplayer and each one had a bit different visor helmet lens texturing to animate the eyes. Didn't work though cause 3do replacement mixed with complex key frames doesn't work too well so you end up getting weird twitchy dude. So I gave up the idea cause I doubt any of you would have noticed unless I told you. It was cool though. I did however do a cool trick with the healthpack to make it look more JO-ish.
And its tiny little details like these that keep me from working as fast as I could. It does however make the level cooler. Thanks a ton gbk and CaptBewil.......And school starts in a week and I'm pissed! :)

Wednesday, August 01, 2012

SLOW

So my summer got a lot more busy so I have little time now. I still am working on it though but it will slow till school starts probably. Sorry. :( However the first level is almost done so I may have the pleasure of releasing an Alpha-Beta, whatever its called before School starts for us High Schoolers!

Thursday, July 12, 2012

Exciting!

First level shaping up nicely! Hehehe!

Saturday, July 07, 2012

Learning lessons

I would observe the names of the .mats in JK's resources and think about how all the names have numbers and I am just beginning to realize the importance of that. Because as my level increases in size I begin to lose track of my materials. Well there is no such thing as a perfect editor and I'm not even close to being not even close. But I'm learning my lessons. Also I find it funny that a while back I posted how I was almost done with textures(for what I had built) but not for cogging. Now I started focusing more on cogging but I never quite finished textures all the way so even this long time later I am still almost done with replacing textures. Funny how JK editing is sometimes.

Monday, July 02, 2012

Weird glitch

So in the hanger room with the cool looking sky, there should be a screen shot of it with a gunship, there's this walkable platform 3do at the bottom and its all there when I start it up but there's a room connecting to the hanger that has shootable glass in it and after I shoot the glass and look behind me the 3do's gone and when I restart the level or kill myself and go back to the room where the 3do is the game freezes. Anybody have any idea what could be causing this glitch?

Friday, June 29, 2012

All better!

Well I had a talk with fast gamerr and we got all things settled. It was actually pretty simple, it was just him saying I could include the TODOA patch in the download. So now I feel as if my project is going to be even cooler!

Thursday, June 28, 2012

Darn it!

Well when I first saw whats in my latest screen shot I thought "What? Jedi Knight can't fade mats to perfect transparency? Not unless its patched!" Then it hit me, my project, even though its only on the first level has become hooked on the TODOA patch for the JK engine. Since forever its needed a batch file and its own folder to run but now its also dependent on the TODOA engine basically. Now I have to work stuff out with Fast Gamerr and xZero cause my project is now dependent on their's. Thats what I get for building a level using a patched engine the whole time, out did my limits. Should be fine though.

Wednesday, June 27, 2012

Yeah

By the way me and my dad came to a compromise and I'm all guud! However my time is much more limited so it will slow down a bit! Oh well I should be grateful, but anyways I'm not leaving. YEA!!!!

Saturday, June 23, 2012

Ehh.....

Well Lately I've been pissing my dad off because of all the time I spend JK editing! So this morning he tried to take the entire tower away in his truck but I saved it before he left to work, yes I'm a sly one! So while he's gone I saved everything onto a flash drive cause I know he's gonna come back later today or whatever and say "Sam, what did you do with that computer? give it back right now!" So this project will most likely go into hibernation mode for who knows how long! Sorry to everyone who's been looking forward to play the new guy's level! I'm kinda sad too. But if my dad forgets about the whole thing, which I doubt he will then this might continue as normal but as for now farewell fellow hubbers and JK editors! I will return someday! Well I'll still get on the site and give as much support as I can!

Friday, June 22, 2012

Cogging trouble

So I was trying to write this cog for this circular force field energy thing in my level and it basically just makes the inside faces translucent when you actually walk into it. The reason I cant just have em already set is cause the game wont render all the faces from one view, well any view it has this problem. Making the inside ones not translucent fixes this but you cant see out of it. So I was wondering if a cog could be made that makes faces that aren't facing you either not drawn or not translucent. I would have no idea how to make a cog like that. I'm a simple cogger. Mostly I edit already made cogs to fit my needs. But if theres a way to make a cog that does that(i'm sure there is) please if someone could show me how to do that or make one for me that would be sweet!

Tuesday, June 12, 2012

Look'in great

Well the good news is i've almost got all my textures and cogs replaced with new ones and my level is starting to look amazing! The bad news is although I am mostly done with building the level I'm not really even close to makin the textures look all pretty and coggin it up. Plus along the way I will definantly come up more and more ideas to make my level sweeter! So who knows until the level 1 beta will be up for download? I'm estimating from half a month(If really speedy) to the end of July! :( But we want this level to be sweet don't we? Also I was thinking I will use vanilla textures when it comes to Imperial places, just make it look like the original campaign's Imperial stuff. But that should speed things up a lot cause the thing that slows me down the most is the custom textures. Keep in mind, I plan on making this first level pretty big!

Sunday, June 03, 2012

Resurrection

Well I decided to continue the project because I have all the stuff I need to finish it and I liked it! So now begins the process of resurrection! Darn the textures will be hard to recreate!

Friday, June 01, 2012

Game Over!.......Well maybe

So about a month ago we had to do a system recovery on our computer and ever since then we haven't gotten any protection for it. So last night my computer, got six massive viruses and I had to do another system recovery before it did too much damage because the anti-virus software I installed after I got the viruses wasn't doing anything. Luckily I had the .jed and 3dos on a flash drive but all my custom cogs and textures are gone. So I might continue the project or I might start a new, simpler one for my first completed project. I would like to now who would like me to finish this project still cause I want to make sure it will be well used!

Tuesday, May 29, 2012

More Delays!

Well since I found out I'm a criminal for using JO textures I have to make my own and use other ones. For some reason I feel obligated to refrain from using vanilla textures, its weird. But anyways I've begun the joyous process of retexturing my level. I have a few screen shots of the first part of it, please tell me if they look good together. But as it turns out I'm better at making textures than I thought, yet it is so slow, it would be nice if someone had them already made. I know I sound lazy. So I probably wont get done with the first level till mid June at least. I will release a beta of the first level to see how ya'll like it, but as for know I have no clue when I'm gonna even finish the whole thing. Again any help with textures would be great!

Sunday, May 27, 2012

Easy does it!

Well progress is kinda slow only because this is the most detailed level ive ever made. Now I know this may not look that good but I'm definantly not pro. One reason you might think its not that good is cause if you look at my screen shots you'll notice that I use the same 20 or so textures over again, this is because my main source of textures was Jedi Outcast(I dont know if its legal or not to use JO textures in my levels so please tell me if I cant) but either the program that I was using to extract the files deleted them or my brother did somehow. So now I cant use them anymore cause my mom broke my JO disc. If any would like to help me make textures that would be great because my mind is only creative when is comes to 3D. Any help would be appreciated.

Finally made it!

Well after months of trying to get a user on jk hub I finally realized that the 4th level of Jedi training is Canyon Oasis and not Blades of Death. Shouldn't trust level editors to find out order of levels I guess. But anyways since I just got an account I have tons of projects that I can post since I've been editing JK for 15 months. I don't have too much on this project but I have lots of other stuff on misc project floating around on my hard drive, just not finished. Actually I don't think I have ever completely finished a project but I have lots of misc 3dos I could probably post. I might but probably not finish my abandoned projects, although this one right here was abandoned at one point!