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View Full Version : who wants to help finish dfmod


spiffman1912
02-09-2008, 04:14 PM
I may not have the resources to finish it myself but I know someone out there would like to help finish this mod. I dont have tons of time to do everything nor the skill. but I want to help get this thing finished. anyone interested?

DarkStarMojo
02-10-2008, 05:04 PM
I may not have the resources to finish it myself but I know someone out there would like to help finish this mod. I dont have tons of time to do everything nor the skill. but I want to help get this thing finished. anyone interested?

Just so everyone is aware, the DFMOD extras contains raw .map files for most of the games' levels except robotics and the arc hammer. Some of the levels don't have much work done on them but they should be a good jumping off point for mappers looking to continue the project.

That being said, except some significant stuff from me in the not-too-distant future (say, by the summer).

DeadYorick
02-10-2008, 07:10 PM
I suspect some other really pissed off modding team will use the stuff the DFteam released and finish the mod.

Kranckor
02-11-2008, 01:35 AM
That being said, except some significant stuff from me in the not-too-distant future (say, by the summer).

Awesome. :D

Ham Yoyo
02-11-2008, 04:23 AM
That being said, except some significant stuff from me in the not-too-distant future (say, by the summer).


Sounds great. Here is an idea for your new sig.

Ramsees Hed Mapper, the Dark Forces Mod
http://darkforces.jediknight.net

:)

DarkStarMojo
02-11-2008, 07:03 PM
What makes you so sure it has anything to do with Ramses Hed? ;)

Ham Yoyo
02-12-2008, 01:40 AM
What makes you so sure it has anything to do with Ramses Hed? ;)

Just wishful thinking.

Forceboat
02-12-2008, 09:39 AM
It would be nice if this can be finished by others; but, if it is, it is going to take some serious work. I came across a FAQ list for the original Dark Forces and discovered there are 14 levels total in the original Dark Forces. I'll post them here, along with status of if they were already made for the mod or were an unfinished .map file as was the case with three of them. And another thing, the missions that were in the 6 level demo were only a representation of what the team finished; meaning some of the missions were missing. I'll note that here too. Okay, here's the list:

1.Secret Base, Danuta, The Death Star Plans (Done)
2.Talay: Tak Base, After The Massacre (Done)
3.Sewers of Anoat City (Done)
4.Fest: The Imperial Weapons Research Facility (Done)
5.Gromas Mines: The Blood Moon (Done)
6.Imperial Detention Facility, Orinackra (Done)
7.Ramsees Hed Docking Port, Cal-Seti (incomplete .map file, part of the extras pack Linux released)
8.Robotics Construction Facility, Anteevy (done)
9.Nar Shaddaa, The Vertical City (done)
10.Jabba the Hutt's Ship (done)
11.Imperial City, Coruscant (incomplete .map file, part of the extras pack Linux released)
12.Imperial Fuel Station, Ergo (done)
13.The Executor (incomplete .map file, part of the extras pack Linux released)
14.The Arc Hammer (Missing, not ever in the mod at all)

Well, that's the level list. The good news, that only leaves four missions that haven't been done yet. The bad news, building one from scratch and the other three, at best editing the existing .map files and adding in what needs to be made (scripts, textures if needed, etc.). And incorporating them in with the ones already made. It would be great if someone could get ahold of the young ladies who did the voices of Jan and Mon Mothma (Jackie "Jack-o-Lantern" Gelfuso; you could send an -mail message to her through her artist website, http://www.jacquelinegelfuso.com and Machelle 'Mac' Wood) and see if they would be willing to complete their voiceovers to finish this project. That would be great.

Zerimar Nyliram
02-13-2008, 12:38 PM
Know what I think? I think the difficultly with these mods lies in the fact that they have Internet teams working on them, thus making communication and dedication difficult. It would be great if someone could find fans and modders in their area and put together a team of people working on-location together in real life. Have you noticed that there has never been a single video game made by an Internet team yet? It's the same principal.

That doesn't mean that you'd bar people from the Internet from lending a hand if they're interested, just that the heart and soul of the project would lie with the real-life team.

It may be hard to put together, but it's definitely something to think about. Try newspaper adds, bulletins, et cetera.

Pikmin
02-13-2008, 12:55 PM
Have you noticed that there has never been a single video game made by an Internet team yet?

Visit www.wildfiregames.com/oad

A small after hours modding studio would be very helpful.

-BLaCKouT-
02-13-2008, 12:56 PM
That's the kind of thing one of the FanForce chapters could work on, [b]if[/i] they have the neccessary skills/resources/time-&-inclination of course ;)

Good observation, though :)

DarkStarMojo
02-13-2008, 02:17 PM
It would be nice if this can be finished by others; but, if it is, it is going to take some serious work.

Yes, it will.


7.Ramsees Hed Docking Port, Cal-Seti (incomplete .map file, part of the extras pack Linux released)

There's a LOT more to Ramses Hed you haven't seen.


8.Robotics Construction Facility, Anteevy (done)

Robotics Facility is not done. Karrackoo was working on a new (and by the screenshots on the website absolutely amazing) build that the team never saw in person, to my knowledge. We have no editable .map file to work with so unless someone can get in touch with him and get a copy we'd have to rebuild everything in this level from scratch.


9.Nar Shaddaa, The Vertical City (done)
10.Jabba the Hutt's Ship (done)
11.Imperial City, Coruscant (incomplete .map file, part of the extras pack Linux released)
12.Imperial Fuel Station, Ergo (done)
13.The Executor (incomplete .map file, part of the extras pack Linux released)
14.The Arc Hammer (Missing, not ever in the mod at all)

None of these levels is finished either. There are working - and in the case of fuel station, playable - builds for all of them except the arc hammer but they only include portions of the levels and still need lots of scripted events, enemies, etc., to finish them. The existing framework for narshada, jabba's ship, and the executor, however, ought to make those levels much easier for new mappers to finish. Fuel station is kind of a mess so I wouldn't recommend using it but that's entirely up to you guys.


It would be great if someone could get ahold of the young ladies who did the voices of Jan and Mon Mothma and see if they would be willing to complete their voiceovers to finish this project. That would be great.

All the voice overs are finished. I'm not sure what exactly is in the extras package but I'd be surprised if they aren't in there. If not, I've got them along with all the textures (finished and unfinished) for the game. If anyone is planning to continue working on the mod, PM me and I'll see what I can send your way.

Hope this helps clear some things up. :)

Forceboat
02-13-2008, 07:18 PM
It does. You know more about it than I do, seeing as how you got to work with these guys. I was taking some very out there wild guesses on my part. Sorry to hear that a lot of the "finished" levels weren't all that finished. I guess that will mean even more work, should anyone take this project up to finish it. Mojo, as for the voice over work that Machelle and Jackie might have done that wasn't part of the final release stuff, Linux DID NOT include their sound files in the extras pack; all he put in there was a blooper reel of all the goofs the two of them made while working on the mod. There are music files for Executor and Arc Hammer, but no sounds of any kind other than that blooper reel.

jedimike2234
02-13-2008, 08:16 PM
Robotics Facility is not done. Karrackoo was working on a new (and by the screenshots on the website absolutely amazing) build that the team never saw in person, to my knowledge. We have no editable .map file to work with so unless someone can get in touch with him and get a copy we'd have to rebuild everything in this level from scratch.

but i ran around in the level robotics,darkstarmojo, i reached the part of the level where your supposed to go to the lower level,that was included in the build of the dark forces mod.you have the conveyor belt and everything including the ice waterfalls,all that was missing was of course major textures,coudnt this be taken and finished?im only asking because,it surprised me that so much of that level was there.
and the same thing about the nar shada level,a large chunk of it was there,wouldnt those two levels be easier to finish?anyway if anyone were to finish these levels,it would be fantastic.

DarkStarMojo
02-13-2008, 09:00 PM
but i ran around in the level robotics,darkstarmojo, i reached the part of the level where your supposed to go to the lower level,that was included in the build of the dark forces mod.you have the conveyor belt and everything including the ice waterfalls,all that was missing was of course major textures,coudnt this be taken and finished?im only asking because,it surprised me that so much of that level was there.
and the same thing about the nar shada level,a large chunk of it was there,wouldnt those two levels be easier to finish?anyway if anyone were to finish these levels,it would be fantastic.

A file with a ".map" extension can be edited in GTKradient to add enemies, scripts, and new sections. In the case of narshada there's a .map included in the extras package so the work that you see in the mod could feasibly be finished. Unfortunately we don't have a .map for robotics facility, unless someone knows how to decompile a .bsp (I don't). Without a .map file it doesn't matter how much was completed in the bsp. It can't be edited to finish what isn't already there. Disappointing, I know, but that's the sad truth of it. I'll see if I can get in touch with Karrackoo regarding the level but I can't guarantee anything will come of it since the entire team was asked to submit unfinished maps for the extras release so he either didn't want to release what he had or else he was unavailable and didn't get the message.

Forceboat, that's odd about the sound files. I was under the impression that all the unfinished material would be included in the extras in addition to bloopers, artwork, etc. But I'm pretty sure I have all the finished mission briefings. If anyone needs anything for the mod, feel free to contact me via PM or AIM.

jedimike2234
02-14-2008, 01:50 AM
i understand now ,wow its a shame cause the way the level of jabbas ship was coming along,i dont think it wouldve resembled the original,which is a good thing,they really built it up to be a real ship sewers and everything.thanks for explaning the problem darkstarmojo.

SotE_Xizor1
02-14-2008, 03:37 PM
I would love to help finish this. The only problem is that I know nothing about coding, scripting, cutscene making, skinning, modeling, or even a lot of the level editing, and I don't know anybody who'd bother teaching me - I just about gave up on online tutorials. A shame, because there were some nifty ideas I had thought up to add some "new" material. :(

Darth_Linux
02-14-2008, 08:01 PM
I've gotten the the MAP file for Robotics - you can download it from the main Dark Forces MOD page.

DarkStarMojo
02-21-2008, 11:54 AM
I would love to help finish this. The only problem is that I know nothing about coding, scripting, cutscene making, skinning, modeling, or even a lot of the level editing, and I don't know anybody who'd bother teaching me - I just about gave up on online tutorials. A shame, because there were some nifty ideas I had thought up to add some "new" material. :(

I've found this site has some good radient tutorials:

http://bubba.planetquake.gamespy.com/tutorial.html

There's also a lot of documentation within the editor itself. It should be enough to get you started with basic mapping principles. For the more complex stuff it's usually a good idea to analyze professional or professional- quality maps to see how the pros did it. Having all the .map files for DFMod should be a big help. That's how I learned a lot of what I know. Before I started dtention center I could make a very nice looking level but I hardly knew a thing about scripting, triggers, etc.

ryu91
02-22-2008, 11:37 AM
I've found this site has some good radient tutorials:

http://bubba.planetquake.gamespy.com/tutorial.html

There's also a lot of documentation within the editor itself. It should be enough to get you started with basic mapping principles. For the more complex stuff it's usually a good idea to analyze professional or professional- quality maps to see how the pros did it. Having all the .map files for DFMod should be a big help. That's how I learned a lot of what I know. Before I started dtention center I could make a very nice looking level but I hardly knew a thing about scripting, triggers, etc.

I'm a level designer and I'm starting to expand from Doom and get into more modern games. I started to think on creating the arc hammer level but it has been on the back of my mind since some areas I couldn't recreate easily in Doom format. I'm starting to use GtkRadient so hopefully I can make a decent Arc Hammer level from what I remember (I will reference to the original level in dark forces just in case I get lost on mapping it).

Fafnir_6
02-22-2008, 05:18 PM
Great mod guys! Dark forces is a huge nostalgia trip for me and I would like to help complete the mod. I'll check out the tutorial above and see if I can learn to make maps.

@Ryu91: The top-down map (from your mission overview pad in game) of the Arc Hammer level used in the original Dark Forces, is included with the extras pack posted by Darth_Linux. I found it when I was looking through the pack for goodies :). It would no doubt be a handy reference.

Cheers,

Fafnir_6

DarkStarMojo
02-22-2008, 06:36 PM
Folks, if you need any help with mapping don't hesitate to drop me a line. I'd be more than willing to PM you my email as well. All you have to do is ask.

In the meantime, I'm going to see about putting up some new screenshots for DF2Mod. Stay tuned.

Fafnir_6
02-22-2008, 07:02 PM
Folks, if you need any help with mapping don't hesitate to drop me a line. I'd be more than willing to PM you my email as well. All you have to do is ask.

In the meantime, I'm going to see about putting up some new screenshots for DF2Mod. Stay tuned.

Screenies?! Hell Yeah! Let's see what you have. I'll probably be talking to you once I start the mapping experience.

Cheers,

Fafnir_6

Fafnir_6
02-23-2008, 06:57 AM
I may also be able to help with designing new/modified content in the ship levels as I have a background in spaceship design...See here:

http://www.scifi-meshes.com/gallery/showgallery.php/cat/500/ppuser/455

I think it might also help to have a detailed to-do list for DFMOD for the purposes of coordinating the remaining work. This might also eliminate the need for some of us newbies to learn the entirety of map-making (a time-consuming process). We could maybe learn how to do a few tasks very well and just add that specific content to each of the remaining maps. I'm sure there are many of us out there who, having played the godly 6-level demo, wish to help but are daunted by the enormous task of learning to create entire levels to high standards set by the creators of the first 6 maps. Just a thought.

Fafnir_6

ryu91
02-23-2008, 11:58 AM
@Ryu91: The top-down map (from your mission overview pad in game) of the Arc Hammer level used in the original Dark Forces, is included with the extras pack posted by Darth_Linux. I found it when I was looking through the pack for goodies :). It would no doubt be a handy reference.


Thanks for the info Fafnir I'll take a look at that :)

Zerimar Nyliram
02-23-2008, 04:32 PM
Going back to my earlier statement, I think one of you should try to recruit a team of real-life modders in your area to serve as the bulk of the team, because we all know how Internet project tend to end up. When you've got real people working together under one roof, things tend to be a lot easier and more productive. Still don't exclude people from the Internet from lending a hand, though.

College campi are probably your best places to look, especially at technical schools.

I firmly believe that this is the only way such large projects can truly be completed.

SotE_Xizor1
02-26-2008, 10:40 PM
I may also be able to help with designing new/modified content in the ship levels as I have a background in spaceship design...See here:

http://www.scifi-meshes.com/gallery/showgallery.php/cat/500/ppuser/455

I think it might also help to have a detailed to-do list for DFMOD for the purposes of coordinating the remaining work. This might also eliminate the need for some of us newbies to learn the entirety of map-making (a time-consuming process). We could maybe learn how to do a few tasks very well and just add that specific content to each of the remaining maps. I'm sure there are many of us out there who, having played the godly 6-level demo, wish to help but are daunted by the enormous task of learning to create entire levels to high standards set by the creators of the first 6 maps. Just a thought.

Fafnir_6

Good idea. We should organize a large group of people and work on something we all can work on. My only fear is that the editors will make a room-by-room recreation of the entire game, rather than one's own interpretation of how the levels and areas should look. The best part of the DF mod is that the final 4 levels are so unique, you practically can't tell it's a recreation. Fest was a hellfest for me, and Fest is one of my fave levels in the original game! And it won't look good if we have the first 6 levels being unique in their own way, and have the final 8 levels being carbon copies with JA graphics. It was genius how we had to actually rescue Crix Madine, and it would rock to do the same kind of thing on Jabba's ship with Jan, maybe even using stealth elements like that part of JO. I wonder if it'd even be possible to make levels that weren't in the original game, just to add more to the story. Hmm, I even have a plan in my head that Boba Fett constantly stalks you and has minifights with you throughout the Coruscant level.

Zerimar Nyliram
02-26-2008, 11:57 PM
Yeah, I'll set before you an example of a remake which I think is a good game to learn from: Tomb Raider: Anniversary. It's a remake of the original Tomb Raider game, yet the level designs and FMVs are so different in some places that feels like a fresh, new adventure. This is how a remake should be done: doing it in such a way that it feels equally fresh to both those who have played the original and those who have not.

And for the love of God, please rework the first level so that the mission briefing comes after the opening crawl rather than before.

SotE_Xizor1
02-27-2008, 03:54 PM
Yes! TR: Anniversary was a great game and I prefer it over the original. Shame on me, though, as I never completed it...I got stuck near the end in some annoying timed jumping puzzle and I kept dying. At least I have TR: Underworld to look forward to....

Another remake I've heard is good and fresh is Resident Evil when it was remade for the GameCube.

hhunter6
03-25-2008, 08:41 AM
None of these levels is finished either. There are working - and in the case of fuel station, playable - builds for all of them except the arc hammer but they only include portions of the levels and still need lots of scripted events, enemies, etc., to finish them. The existing framework for narshada, jabba's ship, and the executor, however, ought to make those levels much easier for new mappers to finish. Fuel station is kind of a mess so I wouldn't recommend using it but that's entirely up to you guys.



Have any of the semi completed levels not been claimed? i'd like to help finish this. If not just throw out a level that needs to be finished and i'll tackle it.

DarkStarMojo
03-25-2008, 02:38 PM
Have any of the semi completed levels not been claimed? i'd like to help finish this. If not just throw out a level that needs to be finished and i'll tackle it.

Robotics Facility
Jabba's Ship
Imperial City
Fuel Station
Executor
Arc Hammer

Take your pick. :)

Forceboat
03-25-2008, 05:26 PM
Don't forget Nar Shaddaa. :)

hhunter6
03-26-2008, 11:36 AM
Robotics Facility
Jabba's Ship
Imperial City
Fuel Station
Executor
Arc Hammer

Take your pick. :)


Thats it huh :lol: I guess i can take my pick here and see which one i feel i'd be better at finishing. be prepared to get bombarded with questions from hell. LOL. I'll go over them tonight and let you guys know tomorrow. :)

DarkStarMojo
03-26-2008, 12:27 PM
Don't forget Nar Shaddaa. :)

I didn't forget anything. That's the complete list of available, unclaimed levels.

hhunter6
03-27-2008, 09:23 AM
OK i went over some of the levels last night, and i've decided to take on Jabba's Ship. I've already started cleaning up some of the textures for the walls. it should be a pretty straight forward job finishing this level. However, when i tried to test it out in JA i got 2 error messages saying something about door ambeince medium and small. any idea what that means?

DarkStarMojo
03-27-2008, 09:49 AM
OK i went over some of the levels last night, and i've decided to take on Jabba's Ship. I've already started cleaning up some of the textures for the walls. it should be a pretty straight forward job finishing this level. However, when i tried to test it out in JA i got 2 error messages saying something about door ambeince medium and small. any idea what that means?

Are you receiving this error message when compiling the map or trying to load the level in JA? If it's a problem with loading the map make sure you're loading it from within the mod and that all the "jabship" map files are contained in a separate "maps" subdirectory in the mod's folder. If the error persists, try removing doors from the map (you can always create new ones quite easily), compile and see what happens. In the meantime, I'll take a look at the level and see if I run into any similar problems.

hhunter6
03-27-2008, 11:03 AM
Are you receiving this error message when compiling the map or trying to load the level in JA? If it's a problem with loading the map make sure you're loading it from within the mod and that all the "jabship" map files are contained in a separate "maps" subdirectory in the mod's folder. If the error persists, try removing doors from the map (you can always create new ones quite easily), compile and see what happens. In the meantime, I'll take a look at the level and see if I run into any similar problems.

I get that when i run it through JA. so transfer the Jabba files in the DFmod directory and then load it from that game? OK i'll try that tonight and see what happens.

Forceboat
03-27-2008, 02:46 PM
If you need help with sounds, let me know. You probably have a copy of the original game, ConMan, and GoldWave. Those three things right there are all you would need to get and make sounds for the map. But the offer stands, in case you don't.

hhunter6
03-27-2008, 03:06 PM
If you need help with sounds, let me know. You probably have a copy of the original game, ConMan, and GoldWave. Those three things right there are all you would need to get and make sounds for the map. But the offer stands, in case you don't.
you know i do not own a copy of the original game. :( (please don't kill me). In fact I have't played the original since it first came out way back when on the pc. MS DOS baby! oh wait i'm thinking of doom. lol but that was one reason I was so stoked about this mod. but if I run into any problems along the way i'll scream.