New Jedi Order Mod

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Do you want a Yuuzhan Vong mappack?

yes
84
70%
don't care
36
30%
 
Total votes: 120
-(DW)-Arc9[E]

RE: Re: RE: Yuuzhan Vong Mappack

Post by -(DW)-Arc9[E] »

piss off,yuzhang vong! That was for chewy and anakin and almost getting the solo twins and for the jedi and for curoscant dadada dadada!!!
Krun

Post by Krun »

JabbaLovesLava wrote:Raingod, an important fact. For your future models, dont make models meshes of other models. To expot it has to be 1 mesh only, and if i merge it then the mapping gets screwed up.
Are you perhaps referring to the LOD's?

Edit:
By the way I won't be doing anything that requires animations until I get a plugin for mod tools.
Raingod

Post by Raingod »

I think i know what he means, he means that a mesh can only containt one element (In 3d max you can have 1 object but multipule elements in that 1 object, not sure if its the same in XSI), for the door i had done i had made the door wheel seperate from the door then attach it, but they were two seperate elements inside the door object. I guess for a model to be put ingame it can have for them one element. Anyway this is easy to solve now that i know.

Well then do should do the T2B since it shouldnt need any animations for it. The T4B will need a animated texture for the tracks.
Last edited by Raingod on Tue Mar 14, 2006 7:21 pm, edited 1 time in total.
JabbaLovesLava
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Post by JabbaLovesLava »

Remeber the doors were childs of teh house? Well, the door has to be PART of the model (main one) not just a child.
Trans

Post by Trans »

...our thread at lucasforums got erased...

So I decided to post again, here is what I said incase they try to delete this one too.

Here is the link too. http://forums.lucasarts.com/thread.jspa?threadID=106667
Trans wrote:GT-B]Trans
Total Posts: 3
Member Since: 03/06 Date Posted: Mar 14, 2006 03:29 PM

REPLY | EDIT

Hello all, I'm Trans, leader for the New Jedi Order Mod. There seems to be a misunderstanding, we are NOT a clan, just looking for a couple of talented people to help us make this mod.

For those who are unfamiliar with the Yuuzhan Vong heres a little bit of info about our mod.

The New Jedi Order, a mappack series for the game Star Wars Battlefront II which will bring you a brand new experience in the Star Wars Universe never before seen in a video game.

In this new era of the Star Wars Universe former enemies are now allies and in a time of peace a new dark enemy invades the galaxy with little opposition. Now in the galaxy’s darkest time former enemies must band together or die.

In The New Jedi Order you will fight through brand new battles, both in space and on land as the Yuuzhan Vong, an invader from another galaxy who has rejected all technologies in favor of biology and whose sole goal is the total subjugation of the galaxy and armed with never before seen weapon, these fierce warriors seem unstoppable. Or defend the galaxy as the New Republic, the Imperial Remnant and other factions.

So there is the main gist of our mod. We have already began our first map (Dantooine) along with original models and a Victory Class Star Destroyer (links at bottom contain pics). We already have a team of 4 people but we are still in need of a model animator, rigger, uv mapper, and a texture artist.

If you are interested in any of the first three positions than you need experience in Softimage XSI. For the texture artist you need to have a good knowledge of photoshop, Painter, or Paint Shop Pro and how to texture uv maps.

A small portfolio of work would be preferable from all interested parties.

If you are interested post here and we will work out a better way of communicating


Website Page
http://www.njomod.co.nr
At Moddb:
http://mods.moddb.com/6826/The-New-Jedi-Order/
Original Forum at Gametoast
http://www.gametoast.com/index.php?...c&p=37495#37495
Raingod

Post by Raingod »

Well no point in posting there anymore, just full of idiots who don't even know the different bettwen a CPU and RAM. All the ones who don't fall into that category have allready moved over here.
Trans

Post by Trans »

So, I took a couple of pics of Dantooine to show the new fog setting

Image

I was just messing around in Corel in this second pic and I kinda like the new look :P

Image
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Post by JabbaLovesLava »

Wow, that looks nice :D
Raingod

Post by Raingod »

Awesome, anyay i just downloads the documentation for XSI so will start playing around with that. I have a collision and LOD mesh for the tent today in max, but i'm not sure how those are suppose to be put together, but ithink in XSI they just need to link together and childs on the tent.
Alkonium

Post by Alkonium »

That scope picture looks nice, but there's no way for it to appear ingame, unless you screw around with the image for it, which I don't recommend.
BTW: Has anyone actually done anything unitwise for the Yuuzhan Vong yet on this project?
Last edited by Alkonium on Thu Mar 16, 2006 10:56 pm, edited 1 time in total.
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EraOfDesann
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Post by EraOfDesann »

I like how the scope looks wet! :)
Raingod

Post by Raingod »

Well took a look at the basic guide, and have to say its not very helpfull, seem made more for someone who's allready played with XSI before. Found some VTM's at 3dbuzz.com, those guy made awesome tutorials for UT2K4, these should be good too.
Last edited by Raingod on Thu Mar 16, 2006 11:14 pm, edited 1 time in total.
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Post by JabbaLovesLava »

raingod, if you wish, I'll help you a little bit with XSI so you can strat the path ofsoftimage :P We can talk on the weekend most likely :)
Alkonium

Post by Alkonium »

Well, you could try taking a custom model made for Jedi Academy, since that's those people did to put Asajj Ventress, and she turned out better than the Xbox version.
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Post by JabbaLovesLava »

What the point of making it for JK3 and then converting it to SWBF2? Its easir just to make it for SWBF2...
Alkonium

Post by Alkonium »

You have a point, but if there is a premade Yuuzhan Vong model for JA all you need is the author's permission to use it.
Raingod

Post by Raingod »

I think he mean using models which have allready been made and porting them over.

Yes and that model sucks, trust i've allready taken a look at it.
Last edited by Raingod on Thu Mar 16, 2006 11:22 pm, edited 1 time in total.
JabbaLovesLava
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Post by JabbaLovesLava »

Oh yea, we know about that. But since converting isnt really that good (you always have some sort of problems) we will just have to model our own stuffs. Any help would be really appreciated. :D
Alkonium

Post by Alkonium »

Well, due to my skill with the mod tools, the only help I can give you is advice.
dreadlordnyax

Post by dreadlordnyax »

according to mini (the guy who converted the jk moddel), conversions seem to be just as hard as starting from scratch, because there are all sorts of bugs you have to fix. plus, as raingod has said, it wasn't that great of a moddel, and i'm sure we (by which i mean raingod/jabba) can do better ;)

nice screen trans, maybe we can use it as a loading image, once someone figures those out...
and the mountains/fog looks much better :D


o yeah...37 pages and quickly approaching 10000 views! :D
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