PDA

View Full Version : Mapper at your disposal.


Ibanez
03-27-2009, 03:37 PM
Hello everyone. I've followed the DFmod progress for a few years, and I greatly enjoyed the 6 level demo. They took me back quite a bit, and I had a blast playing it. The words "Oh, cool!" left my mouth plenty of times.

I have been editing Jedi Academy for a while, and I would be thrilled if I could map for either the DFmod team or DF2mod. I'm happy with either. Here is my most recent work, that I've been doing for the last few days: a remake of Double Cross on Nar Shaddaa from JK.

Original:
http://img.photobucket.com/albums/v139/Zell65/jk-1.jpg
New:
http://img.photobucket.com/albums/v139/Zell65/shot0019-3.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0006-4.jpg

Original:
http://img.photobucket.com/albums/v139/Zell65/Jk2009-03-2402-12-32-54.jpg
New:
http://img.photobucket.com/albums/v139/Zell65/shot0027-3.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0029-3.jpg

Original:
http://img.photobucket.com/albums/v139/Zell65/Jk2009-03-2405-47-49-38.jpg
New:
http://img.photobucket.com/albums/v139/Zell65/shot0030-2.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0032-1.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0034-1.jpg

More pictures next post.

Ibanez
03-27-2009, 03:38 PM
Pictures, Cont'd:


Original:
http://img.photobucket.com/albums/v139/Zell65/Jk2009-03-2423-52-18-51.jpg
New:
http://img.photobucket.com/albums/v139/Zell65/shot0035-2.jpg

Original:
http://img.photobucket.com/albums/v139/Zell65/Jk2009-03-2604-15-06-67.jpg
New:
http://img.photobucket.com/albums/v139/Zell65/shot0036-3.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0037-3.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0038-3.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0040-3.jpg

That's all I have done! Enjoy! :)

1:1 JK texture remake credits go to this lovely page! (http://shamusworld.gotdns.org/cgi-bin/textures.cgi)

jedimike2234
03-27-2009, 05:10 PM
WOW!Ibanez,simply incredibile work there,will you be releasing this?you kept the spirit of the original levels but at the same time you updated them!Fantastic!Love how you really captured the grime and the filth of nar shadda!

CrisG
03-27-2009, 05:34 PM
I agree with Mike, your work is first rate, equal to much of the best mod work i have seen thanks so much for posting those and I hope you do release soon :)

On_Your_Six
03-27-2009, 05:52 PM
Hey, look at that, you move fast Ibanez. Glad I came over to check out your post, you've got even more eye candy this time around. Awesome.

grangana
03-28-2009, 08:16 AM
It seems there is a new good mapper here!
I can feel your force, guy! Good new sp maps in perspective.

exonimus
03-28-2009, 02:15 PM
it looks really good, but you do really need to work on some textures. The green ones with the circular pattern looks dreadful. The second last picture on the first post, those iron bar kind of things, you really need to make that stand out with brushes or actual cylinders, or some other way of texturing.

But overall, it looks great! keep up the good work!

Ibanez
03-28-2009, 03:37 PM
I'm sorry, could you be more specific? Are you referring to the steep slope with the vertical metal striping texture? I do take any and all criticism into consideration, since I am making this for the community, after all. :)

Also, remember, those textures are not mine. They are 1:1 remakes of the original JK textures.

exonimus
03-28-2009, 04:02 PM
my apologies for being unclear, yes, that is what I was referring to. The metal stuff on the steep slope looks really 2d, while you could easily make it better. You could either make two layers, one metal layer and one black-ish layer below, or you could go another way, and completely replicate it with some small tubes(that is, I think the texture is trying to convey something like that) The texture I was referring to(the floor texture on your first two screenshots) looks really grainy imho. I'm not sure if said texture is a remake of the floor texture on respective surface, since I can't really tell from the comparison shot. But if it is, it could need replacing or improvement otherwise. I always ask myself what the authors of the original texture could've meant, and if it makes sense, I try to improve upon it.

But there are also cases where it doesn't make sense. For example, in mysteries of the sith(jk expansion) in the first map, you're in this big concrete rebel base. On the ceiling of this base, this is a wooden plank texture. That didn't really make sense, so I replaced it.

The idea of recreating is keeping the good stuff, and improving the bad stuff(and you're doing a damn good job at that.)

edit: if you ever need someone to test your map, I'd be happy to help you =)

Also, just wondering: how long have you spent creating this, uptil now?

Ibanez
03-28-2009, 04:18 PM
Ahh, the green texture with studs on it in the first picture? Yeah, that is actually a stock JA texture (held over from the JO Nar level). I used it simply because it looks dirty and it keeps in the color theme as the original Nar level. If it looks too low quality, I can replace it. :)

And I know what you mean with the sloping metal texture. I know just what to do.

I've spent about 4-5 days on this so far.

hhunter6
03-28-2009, 04:49 PM
Your map is very awesome. I like the look you have going on it. First rate indeed. plus you have made me very jealous. ; )

I would recommed that on the dragon over the bar you shorten the width and make it a little longer, it looks alittle fat to me. just my opinion though. : )

Ibanez
03-28-2009, 05:16 PM
Does this look better, exonimus? :)

http://img.photobucket.com/albums/v139/Zell65/shot0041-3.jpg

On_Your_Six
03-28-2009, 06:25 PM
Killer work, Ibanez. :)

-=*Raz0r*=-
03-28-2009, 06:42 PM
very nice indeed.
i was amazed when i opened this thread yesterday - and now i feel compelled to post in it.
very, very nice work.

exonimus
03-28-2009, 07:06 PM
very much so =)

You know why I'm jealous too? you seem to be able to get quite a lot of work done in so little time, or you do have a lot of time. Hhunter and I(together with a small team) need to recreate every texture ourselves, and just don't have that much time on our hands, so it'd take weeks for us to get this far :/

Anyway, in the case the df2team is completely out of their mind and doesn't accept you, you're always welcome to help out with mysteries of the sith =)

Ibanez
03-28-2009, 07:29 PM
Haha what do you know, I just played through MotS yesterday! :)

And thank you everyone for your compliments. It helps a lot. :D

Ibanez
03-28-2009, 11:51 PM
Ah, I made some more progress tonight:

Original:
http://img.photobucket.com/albums/v139/Zell65/Jk2009-03-2822-53-23-84.jpg
New:
http://img.photobucket.com/albums/v139/Zell65/shot0043-2.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0042-2.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0044-2.jpg

-=*Raz0r*=-
03-29-2009, 04:51 AM
in the first picture, the red light on the pole needs some tweaking, maybe more glow and less harsh light? like, it seems to just cut off with the texture to the left of it.
i don't know, but everything else is ace!

exonimus
03-29-2009, 02:31 PM
actually, now I come to think of it, only choice you'd have is dfmod, since df2mod is on hiatus at the moment.

Ibanez
03-29-2009, 04:07 PM
:( sobcry. Well I'll finish this one level freelance, release it as a stand-alone mod, and go from there.

grangana
03-30-2009, 01:31 PM
Good resolution to finish it.
Where will you post this level? (jk3 files is dead)

Ibanez
03-30-2009, 01:39 PM
Massassi Temple. :)

http://img.photobucket.com/albums/v139/Zell65/shot0052.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0050.jpg

exonimus
03-30-2009, 01:57 PM
you might want to consider posting it on jksource.com, it'll have all the jk3files files(complete backup) and it kind of the replacement. However' it's not finished yet, and probably won't be for another two weeks or so. However, I can't imagine you finishing the map within two weeks :P

edit: missed the last screenshots. Sadly, I don't have much more to add than "nice!" =)

How many rooms (estimated..) have you finished up til now, and how many do you still have to do?

Ibanez
03-30-2009, 02:59 PM
Well, I map in progression from room to room, and I don't move on until I have one area totally finished. So, the last room you see is the last room I've finished. Here it is in Radiant, this might give you an idea. The very top right room is the last one I made.

http://img.photobucket.com/albums/v139/Zell65/radiant.jpg

[EDIT: I forgot to add! Thanks to the help of someone, I now understand and have working shaders! So, the neon signs from JK now animate exactly as they did in JK, and that signature 'hand' switch from Nar now animates as well, and has great looking glow! :)]

exonimus
03-30-2009, 03:26 PM
you still have a long way to go =)

on the shaders: that's great! if you have any questions, don't hesitate to shoot me an e-mail or a pm(preferably on my mod's forums, I check those more often). I'm no shader guru, but I understand the basics pretty well.

-=*Raz0r*=-
03-31-2009, 03:47 AM
Dynamic glow is so pretty. o_O

You have got to be the most time efficient mapper I've seen, ever.
Great job.

Ibanez
03-31-2009, 07:18 PM
Haha I wouldn't say that. I've spent two days now sitting staring blankly at that empty wall, wondering how I'm going to tackle the next area. 75% of the time I take in my mapping is simply coming up with a design and look for the next area. When I know what I'm making, I do work very fast. I have to finish it before I forget it! :P

Ibanez
04-01-2009, 03:36 AM
Youtube time!

C3rCRXPMQ1w

exonimus
04-01-2009, 04:44 AM
great work!

Meh, if they would've let you start the df2mod some years ago, it'd be done by now! ;)

Jennaida
04-01-2009, 11:17 AM
That one enemy at 0:51 in the video (on the left) isn't standing exactly on the ground, but that's a minor thing. Fantastic! When did you start this, to be so far along on the level? It's incredible!

On_Your_Six
04-01-2009, 05:18 PM
Damn, that's awesome. Great scripting and everything.

Can't wait to see what you would do with Baron's Hed and Into the Dark Palace (drool).

raw_bean
04-02-2009, 11:23 AM
Hey, it's my man Ibanez! As I've said elsewhere, great work man. DarkStarMojo should sign you up so fast it makes your head spin.

Zerimar Nyliram
04-02-2009, 12:39 PM
Holy crap! That's frickin' sweet!

DarkStarMojo, I know you guys have already completed the first couple of levels, and I respect the work you've done, but please take this guy's version into consideration. Maybe the finished level could be a hybrid of the two?

But get Dark Forces done first, of course. ;)

Ibanez
04-02-2009, 03:52 PM
Haha! raw_bean you stalker! Can't give me infractions on this forum now can ya? ;)

And if it's at all possible, I would like to see the work that has already been done on DF2mod. :)

Zerimar Nyliram
04-02-2009, 06:54 PM
http://shamusworld.gotdns.org/df2mod/screenshots.html

Ibanez
04-02-2009, 07:00 PM
Ah! Thank you! It seems they're doing a 1:1 remake of JK, whereas I'm taking artistic license with mine and making it as if what Kyle would have gone through if the JK engine had been able to support more detailed environments. Also, in some cases, if the level designers hadn't been bat**** insane. :D

Although I really like many of the things I see in those pictures! Especially level 2. Ace job! I particularly like the air duct under construction! ;)

Zerimar Nyliram
04-02-2009, 07:48 PM
Yeah, I'd rather these levels be mostly re-imagined rather than a carbon copy of the ones we're familiar with, with better graphics. In my other threads here I keep referencing Tomb Raider: Anniversary as the perfect example of a re-imagining of a classic game when I give the team my suggestions as to how to go about designing the levels, gameplay, functionality plot advancement (from a writer's perspective, as I know nothing about the technical aspects of it).

In any case, I really like your level and look forward to seeing it released. (Filefront is back up, by the way. They've been permitted to stick around. ;)) I also wouldn't mind more videos.

Zerimar Nyliram
04-02-2009, 07:56 PM
Oh, and a few suggestions, should you ever revisit your creation and make some changes here and there:

1. Perhaps the initial dining area can be designed so as to more closely resemble the one seen in the cutscene when the level begins?

2. Could you make the patrons and activities in the barroom more interactive, as they are in Jedi Outcast]? Perhaps have it so that you need to accomplish some sort of task before the patrons become hostile and you are permitted to advance? (Perhaps 8T88 ordered the place locked down on his way out?)

Ibanez
04-02-2009, 09:15 PM
Well, there are others in the bar that ignore you until you shoot them (at which point they become hostile :P ). But even that's more than how it was in JK. I suppose I could make it so you need to find a hidden switch to advance... but wouldn't that be deviating from JK a bit?

Ibanez
04-03-2009, 12:18 AM
ZnZl4b-sUas

Ok, so here's the first part of the level as it plays out now. Enjoy!

I probably won't post too many more updates, as I don't want to spoil everything and ruin your interests! ;)

Zerimar Nyliram
04-03-2009, 01:55 AM
Sweet! So now some of the civilians shoot back when you shoot them? Good idea!

I suppose I could make it so you need to find a hidden switch to advance... but wouldn't that be deviating from JK a bit?

Yes, but that's the point of remakes: have fun re-imaging things. ;) Play the first Tomb Raider game for PSX and then play Anniversary for PS2 or XBox 360 and you'll see what I mean.

Though the switch you've set behind the bar could easily serve as the "hostility trigger." After all, it's only the beginning of the game, so perhaps finding that switch shouldn't be made too difficult.

Ibanez
04-03-2009, 02:12 AM
Que? What do you mean, hostility trigger? You want me to make all the enemies in the bar aggressive once you open that door? I'm confused, elaborate please? :)

Zerimar Nyliram
04-03-2009, 12:47 PM
Just elaborating on the idea I gave you earlier having seen the video:

2. Could you make the patrons and activities in the barroom more interactive, as they are in Jedi Outcast]? Perhaps have it so that you need to accomplish some sort of task before the patrons become hostile and you are permitted to advance? (Perhaps 8T88 ordered the place locked down on his way out?)

I'm saying, perhaps that trigger could be the button behind the bar that opens the door. Maybe a small alarm will sound and then it's slug fest?

Ibanez
04-03-2009, 02:15 PM
I guess I'm just confused why that would be. Why would they all become hostile after you've opened the locked door? In my understanding, 8t88 ordered a lockdown, perhaps by threatening the bartender, who closed the door. 8t88's goons (the grans) stayed behind to take care of you, but you kill them and unlock the bar after they're dead. Everyone else in the bar remains indifferent, since this is, after all, Nar Shaddaa, and if it isn't your business, it stays that way. That's just the way I understand it. :)

Remember, this is the very beginning of the level, it's probably unwise to make the player have to face more than 3 enemies at the same time lest he gets frustrated and quits. There're plenty of baddies down the road. :)

Zerimar Nyliram
04-03-2009, 02:26 PM
I know, I just really liked the interaction in the bar on Nar Shaddaa in Jedi Outcast and just thought that implementing something similar would have been cool. But I suppose your idea makes better sense.

Maybe we can save this idea for the "bar brawl" near Max's house in Baron's Hed later on. ;)

Shamus
04-03-2009, 04:39 PM
df2mod isn't on hiatus, it's just crawling slowly across the floor, in a semi-comatose state ATM... :P

@ibanez: Drop by #df2mod on efnet and we'll talk. :) Same goes for you, exo. ;)

Really, anyone who has interest in the mod is welcome to hang out there, I check that more regularly than the forums. Also, if you show up and have something to say and I'm not responding, go ahead and type your message in the channel as I'll see it eventually. :)

Also, if you leave your chat window open, the better the chances that you will see the reply. If you're not in the channel, you probably won't see it. ;)

DarkStarMojo
04-06-2009, 12:16 AM
So, Shamus, I guess you and I will have to duel to see who gets to hire this gent, right? My skills with a lightsaber are a bit rusty but command of The Force is strong as ever!!!!

All joking aside, this is some amazing stuff Ibanez (I love the guitar reference, too). I'm always looking for more mappers for DFMod (so shoot me a PM if you're interested and I'll forward you my email).

@Shamus, you have my absolute permission to use this map in place of anything I've made for narshadda (lord knows I've gotten so much better than when I first started that I'd be more than likely to try rebuilding the map if I were to get back to work on DF2Mod, so know we won't have to.).

Ibanez
04-06-2009, 10:46 AM
Thanks! I just got back from house-sitting for the weekend, so I can get started again on this level. I'm not here to replace anyone's work, I'm here to work alongside you guys to get this damn mod out the door. ;)

And my name is Ibanez because that's my favorite guitar brand and Jimmy page (in my signature) is my favorite guitarist. ;)

exonimus
04-06-2009, 10:50 AM
tsk, I'll take on you both, I've been having some good practice lately! =)

Also, @DSM and/or Shamus(if you wont read this, I'll ask it on IRC later on) how many mappers are currently busy with dfmod and df2mod?

DarkStarMojo
04-07-2009, 05:13 PM
Thanks! I just got back from house-sitting for the weekend, so I can get started again on this level. I'm not here to replace anyone's work, I'm here to work alongside you guys to get this damn mod out the door. ;)

And my name is Ibanez because that's my favorite guitar brand and Jimmy page (in my signature) is my favorite guitarist. ;)

Oh, I got the reference. I'm a musician, myself (not professionally, unfortunately).

As far as replacing anyone's map work, I completely understand. The decision is ultimately Shamus' but had I still been working on DF2Mod I'd probably be rebuilding the first narshadda level from scratch since I've improved alot since I started it and I'm not really satisfied with how some of what I attempted to do turned out. Whatever Shamus decides there are a few things from my level that I'd love to see carried over but, otherwise, I have no problem with the mod using a map as awesome as yours seems to be turning out.


tsk, I'll take on you both, I've been having some good practice lately! =)

Also, @DSM and/or Shamus(if you wont read this, I'll ask it on IRC later on) how many mappers are currently busy with dfmod and df2mod?

DFmod is myself and hhunter6 (whose also working with you on MotS if I'm not mistaken). I can't say about DF2Mod as I'm currently "on hiatus" while I'm in charge of DFMod but when I left there were at least three mappers working on the project (though I was working on most of the early levels).

Shamus
04-09-2009, 10:27 AM
Yeah, well, we've been discussing things on IRC, and you guys are welcome to join there. :) It really is much better for discussing things than going back and forth on the forums. :p

BTW, DarkStarMojo: You don't even need an IRC client anymore, just go to efnet.org and near the top left is a webchat link. Just pop in "DarkStarMojo" and "#df2mod" into the text fields and your there! No more excuses. ;)

@exonimus: Right now there's just me working on it, and I'm starting my levels over too. :p Oh, and Ibanez and Omnisu--kinda. Jump in the channel if you want to talk about it. :)

On a side note: I locked the forums over at freeforumhost. I'm surprised that they were still being used even after we abandonded them. :p New forums are in place and we'll announce them once we've prettied them up for all you fine people. :)

Zerimar Nyliram
04-09-2009, 01:46 PM
Cool, I was just about to ask if any measures were being taken to combat the flood of spam bots and if there were place to create new forums. I wish we could set them up right here on Lucas Forums. It's safe, secure, and free of any (noticeable) bots.

Just be sure to copy the contents of my beloved suggestions thread, though. ;)

Ibanez
04-09-2009, 01:51 PM
Shamus, I registered on those new forums and it never sent an e-mail to my email account, and I couldn't find a way to request a new activation email. :(

Progress update, everyone: I've reached the first diagonal elevator, which puts me at around 50% done. :)

Shamus
04-09-2009, 04:13 PM
@Ibanez: No worries--I've set it up to validate by hand and I've already activated your account. We will not have a problem with spammers this time. :) Spammers will be deleted with no remorse. ;)

Ibanez
04-09-2009, 06:06 PM
Ah, thank you. :D

exonimus
04-09-2009, 06:09 PM
that webchat thing gives a 'too many connections' error, sadly :/

Anyway, I'll be sure to visit you guys whenever I have time. I'm currently doing some research into cutscene scripting, and I have a slight problem. Maybe one of you can give me some tips..

And yes, of course I know hhunter, but I was under the impression the team would be much bigger..

DarkStarMojo
04-10-2009, 12:03 AM
that webchat thing gives a 'too many connections' error, sadly :/

Anyway, I'll be sure to visit you guys whenever I have time. I'm currently doing some research into cutscene scripting, and I have a slight problem. Maybe one of you can give me some tips..

And yes, of course I know hhunter, but I was under the impression the team would be much bigger..

There are a few others involved but not much on the mapping front. What we really need, though, are modelers to complete the Dark Troopers and the Kell Dragons.

@Shamus, I'm getting a connection timed out error from efnet.org. I'll try again later but it looks like it will be easier for me to get on, especially now that school's winding down and I'm spending more time at home.

Shamus
04-10-2009, 12:30 PM
@DarkStarMojo: Cool. I'm looking forward to it. :) And if that doesn't work, just download a copy of mirc and follow the help file for connecting to a chat server (in this case, efnet) and a channel (#df2mod, of course ;)).

Ibanez
04-22-2009, 12:12 AM
Just because I like you guys:
http://img.photobucket.com/albums/v139/Zell65/shot0102-1.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0101-1.jpg

jedimike2234
04-22-2009, 11:05 AM
Ibanez,i just have to say that i am blown away by the progress you have made and just the look of the map,my god you really have taken that level and just improved on it.Fantastic work!

On_Your_Six
04-22-2009, 04:07 PM
Fuh-Reaking awesome work, Ibanez.

Zerimar Nyliram
04-23-2009, 05:46 PM
Nothing else to add other than that I am in awe once again, to say the least. See, this is what a remake should be like: a re-imagining, and not just a dead-on reconstruction with updated graphics. Seems you've got the right idea. Keep it up!

DarkStarMojo
04-24-2009, 04:46 PM
You really managed to make this section feel so much more industrial than the original version. I also really like the pit you've added. It adds another dimension to the whole "walking narrow ledges" aspect of the Nar Shadda levels.

@All up-and-coming-mappers reading this thread: you should be taking notes.

Nothing else to add other than that I am in awe once again, to say the least. See, this is what a remake should be like: a re-imagining, and not just a dead-on reconstruction with updated graphics. Seems you've got the right idea. Keep it up!


Are you implying something? Should I be taking notes too? ;)

Ibanez
04-24-2009, 06:08 PM
Yes, well, you'll all be glad to know that my ludicrous attention to detail has its drawbacks. Right now I'm facing a potentially crippling lighting error, regarding to having too much lighting detail. It requires that I split the level into two parts. So, I hope you don't mind that these levels are really short, but insanely detailed. :(

Omnisu
04-25-2009, 07:25 PM
I've been talking with Zell in the df2mod chatroom about possibly splitting levels 1 and 2 into 3 parts, where the second level would bridge the gap.

Compiling with -lomem, while it made the light stage much slower, allowed his current work on Nar1 to actually compile again. Unfortunately the vertex count limit built into q3map2 is already preventing the map from compiling with -patchmeta.

Any of you guys have idea for how to split nar1 at about the 2/3rd mark, and nar2 at the 1/3rd mark? Or how both levels could be split evenly into 4 pieces?

Zerimar Nyliram
04-26-2009, 07:31 AM
Are you implying something? Should I be taking notes too? ;)

I do believe I said you guys should combine elements of both of your versions of the levels you've recreated. ;) (Translation: Yours is just as awesome as far as I can tell.)

Ibanez
04-30-2009, 06:26 PM
Okay everyone, I've been at Vermont for half of this week (I live in Maine), thus no work was done. And on saturday, I leave for Guatemala for 2 weeks to build houses for Habitat for Humanity. So, you won't be hearing from me for a few weeks. Just a heads up. :)

On_Your_Six
05-11-2009, 03:44 PM
Hey, right on bud. Good luck down there!

-=*Raz0r*=-
05-12-2009, 04:41 AM
Dang, I'm very impressed at how good those maps are on the JKA engine.

Ibanez
05-18-2009, 02:37 AM
Alrighty, I'm back home. But I'm exhausted, so don't expect anything spectacular out of me for a few days.

Shamus
05-19-2009, 12:22 AM
Glad to hear you made it back in one piece. :)

Ibanez
06-11-2009, 04:47 PM
o hay guys wats goin on in this thread??

http://img.photobucket.com/albums/v139/Zell65/shot0107.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0105-1.jpg

Freighter is a placeholder until Omnisu makes that replacement model that is highly detailed that he's SUPPOSED TO BE DOING >: (

DarkStarMojo
06-12-2009, 05:05 PM
Looks to be coming along quite splendidly.

For the record, I have resumed work on level 4 between work on DFMod. So there IS more progress happening on JKMod and I've sent an email to Shamus about sharing resources between the two mods. I'll post updates to the main DFMod page as soon as I have them.

Zerimar Nyliram
06-13-2009, 04:04 PM
Hey, what ever happened to that guy who was making a Jason Court skin? Has there been any contact from him?

Telex Ferra
06-17-2009, 12:13 PM
To be honest, I loved DF2 so much that I could never like any re-creation more than the original.

But I must say, this map - though much more detailed and advanced - seems to emulate the mood of the original map.

In other words, GOOD JOB :P

Ibanez
06-18-2009, 04:47 PM
zomg i ruined it. lightsaber, force powers, REBORN? wtf is this ****!

I9sGHD5YDiQ

oh, they're just cheats i did for fun. phew! :)

Telex Ferra
06-18-2009, 06:05 PM
Lol!

I felt like the face at the beginning of that vid was laughing at you because that door sealed behind you.

jedimike2234
06-18-2009, 06:19 PM
stunning and fantastic work Ibanez,the video was just amazing!the attention to detail and the lighting and the mood and ambience just screams out nar shadda hear me roar!Ibanez i did have a question a little off topic ,will you be finishing the other map you were doing?the one that was in the bowels i belive?that was looking fantastic as well.eagerly looking forward to your recreation of jk,again great work!

Ibanez
06-18-2009, 06:47 PM
No, the recreation of JK takes priority. I do have college in a few months, and when that happens progress on both will slow significantly. :(

Ibanez
06-25-2009, 07:09 AM
CHEER UP GUYS I CANT SLEEP SO INSTEAD I MAPPED

http://img.photobucket.com/albums/v139/Zell65/shot0117-1.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0116-1.jpg

Telex Ferra
06-25-2009, 10:26 AM
You didn't answer my PM :(

But it still looks very nice :p

Ibanez
06-25-2009, 12:28 PM
Oh, I'm sorry man, I didn't notice the little '1' in the top right corner! On other forums I go to, it pops up a message informing me whenever I have a new one, so I didn't realize I even had one. Checking now! :)

Ibanez
07-24-2009, 02:35 AM
'sup guys.

http://img.photobucket.com/albums/v139/Zell65/shot0128-1.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0131-1.jpg

Original:
http://img.photobucket.com/albums/v139/Zell65/Jk2009-07-0508-38-10-92.jpg

Zwier Zak
07-30-2009, 08:10 PM
Good job Zell.

DarkStarMojo
07-31-2009, 05:25 PM
I've been preoccupied over the last two-and-a half weeks (it's too complicated to go into here) and it looks like I've missed some really awesome progress. Nice work!

Ibanez
08-16-2009, 02:27 AM
just letting you guys know I'm alive. I leave for college in a week, so progress will be slower, but it'll keep happening. :)
Original:
http://img.photobucket.com/albums/v139/Zell65/Jk2009-08-1601-25-12-79.jpg
New:
http://img.photobucket.com/albums/v139/Zell65/shot0135-1.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0136-1.jpg

Zwier Zak
08-20-2009, 04:16 PM
I like these last ones most.

Ibanez
09-16-2009, 12:56 PM
http://img.photobucket.com/albums/v139/Zell65/radiant4-1.jpg
http://img.photobucket.com/albums/v139/Zell65/radiant5-2.jpg

TheMysteriousStrange
09-20-2009, 03:29 PM
Anyone seen this (http://forums.massassi.net/vb3/showthread.php?t=53704) thread? It's more active and there are more screenies.

Ibanez
10-27-2009, 05:26 PM
Hey, everyone, level 1 is nearing completion, I only have 2 areas left; final details are being implemented in other areas. See for yourself:

dirty, grimy glass:
http://img.photobucket.com/albums/v139/Zell65/shot0028-Copy.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0027-Copy.jpg

Improved skybox:
http://img.photobucket.com/albums/v139/Zell65/shot0029-Copy.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0030-Copy.jpg

tiefblau
11-06-2009, 08:57 AM
Looking damn sexy. :hearteye:

Lord Grievous
11-14-2009, 06:06 PM
Hi, love your work, hopefully it will be included with the mod :)

DarthPhae
11-18-2009, 01:21 PM
Wow that looks sooooo good Ibanez. Keep up the great work. :D

Ibanez
11-19-2009, 06:13 PM
Oh. Oh hey. Look at that.

http://img.photobucket.com/albums/v139/Zell65/shot0038-4.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0039-3.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0044-3.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0051.jpg

DarthPhae
11-20-2009, 08:09 PM
OMG that's beautiful Ibanez!! I take it Level 1 is completed?

Zerimar Nyliram
11-24-2009, 08:42 AM
Ibanez is going to singlehandedly remake the entire game. ;) I'd be cool with that.

hhunter6
11-24-2009, 01:11 PM
Very Impressive man!! nice work indeed

jedimike2234
11-24-2009, 03:44 PM
WOW!!! Jaw dropping shots! Fantastic job ibanez!

DarkStarMojo
11-26-2009, 06:18 PM
There was something about the original Jedi Knight levels that despite the massive potential for lush, really creative environments, I was never able to get past the original layouts and really seize on those creative opportunities. I'm thrilled that you don't seem to have this problem. These are fantastic! I especially love the irrigation channels (that level gave me hell).

Ibanez
12-15-2009, 09:57 AM
Sure, what the hell. I'll throw a few new pictures at you.
http://img.photobucket.com/albums/v139/Zell65/shot0073-3.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0076-2.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0077-1.jpg

Lord Grievous
01-03-2010, 04:47 PM
Nice ones :D

Ibanez
04-25-2010, 05:16 AM
youtube, anyone? (http://www.youtube.com/watch?v=cEBz-txWtag)

stcommander
04-25-2010, 08:24 PM
I just became a member here but of visted here before when first the title for this thread i didn't exceptt something as PERFECT!! as this you my friend are incredible I will look forward to you work. Great Job!

Ibanez
04-28-2010, 12:43 AM
http://img.photobucket.com/albums/v139/Zell65/shot0110-2.jpg

acdcfanbill
04-28-2010, 02:13 AM
bee-ee-aye-utiful

hhunter6
04-28-2010, 06:27 PM
looks really good! nice work indeed

Ibanez
05-25-2010, 03:57 PM
http://img.photobucket.com/albums/v139/Zell65/shot0116-2.jpg

Bomberman65
05-26-2010, 02:54 AM
Very nice. The vids on youtube you should use the original voice clips. You says its not possible? You just have to give credit where its due dont you? Cause I swear other mods have used the voice clips from the original game they're remaking. Plus I think it sounds better having Jason Court who played Kyle in DF2 than your voice no offence intended man lol.

setlec
05-26-2010, 07:10 AM
Keep this nice Work, Ibanez!

Ibanez
05-26-2010, 12:24 PM
Heh you may be right about the voice acting. It isn't my voice by the way, I had someone else do those lines, but he disappeared lately.

DarkStarMojo
05-27-2010, 01:46 AM
Very nice. The vids on youtube you should use the original voice clips. You says its not possible? You just have to give credit where its due dont you? Cause I swear other mods have used the voice clips from the original game they're remaking. Plus I think it sounds better having Jason Court who played Kyle in DF2 than your voice no offence intended man lol.

That's pretty much been my understanding. We've used the original voice clips from Dark Forces for our mod.

Ibanez, great work, as always. I'm assuming that last shot is the power generator behind the Katarn house (it's been a LONG time since I've played that level and it seems to have changed, visually, quite a bit)?

Bomberman65
05-27-2010, 02:57 AM
That's pretty much been my understanding. We've used the original voice clips from Dark Forces for our mod.

Ibanez, great work, as always. I'm assuming that last shot is the power generator behind the Katarn house (it's been a LONG time since I've played that level and it seems to have changed, visually, quite a bit)?
Yea which is why Id love to see the original voice clips in the mod.

You would be correct. He changed it abit which I think makes more sense the way hes done it. The original seemed more just towards navigating thru it where as the remake seems like a actual place and something to get thru.
Good job there.

Ibanez
05-27-2010, 03:03 AM
Yeah the original was just a bunch of inexplicably electrified acid. In my version, a waste pipe has split open (you can see it spilling waste (my own custom .efx! ;) ) in the shot), and an exposed set of broken wires is electrifying it. The whole area has more or less fallen into disrepair since the Tuskens took over, and I'm trying to convey that.

Omnisu
05-28-2010, 11:22 PM
I handed jk3 off to Ibanez some months ago, and it seems he's almost done. I can tell because he asked for this.

http://jemgine.omnisu.com/wp-content/uploads/2010/05/textureremake.jpg

Bomberman65
05-29-2010, 12:20 AM
Damn thats looking slick. I cant wait to play a demo of this (with the original voice clips :p). Gonna be really good. Keep up the great work guys.

Ibanez
05-31-2010, 01:19 AM
in-game
http://img.photobucket.com/albums/v139/Zell65/shot0117-2.jpg

Bomberman65
05-31-2010, 10:11 AM
Again, Hot damn. Impressive, Most impressive :vader3:. Lol sorry couldnt resist. But seriously that looks really slick man. Top marks. Keep it up.

DarthPhae
05-31-2010, 04:46 PM
This is looking so good! Keep it up! :)

Ibanez
06-01-2010, 01:55 AM
so while I'm waiting for some grave tusken skins to come my way, I started working on level 5:
http://img.photobucket.com/albums/v139/Zell65/JSHOT011.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0123-1.jpg
http://img.photobucket.com/albums/v139/Zell65/shot0124-1.jpg

AHadley
06-01-2010, 05:06 AM
Haha, definately beats the original. I love the original touches you put into these things.

bmickey
06-01-2010, 01:46 PM
Top notch quality, thanks for doing this!

Ibanez
06-01-2010, 01:53 PM
no need to thank me, I'm pretty much doing this for my own enjoyment. :)

Zerimar Nyliram
06-01-2010, 09:32 PM
Like I said, this guy is going to end up singlehandedly recreating the entire game, which I certainly wouldn't mind. Nice job!

hhunter6
06-01-2010, 09:45 PM
Looking very good bud nice job indeed

setlec
06-02-2010, 10:05 AM
i wish that Ibanez could make it as standalone game instead of doing a mod... Awesome work Ibanez!

Ibanez
06-07-2010, 05:04 PM
still pretty bare, work in progress as usual.
http://img.photobucket.com/albums/v139/Zell65/shot0133-1.jpg

DarthPhae
06-09-2010, 12:29 PM
As always, it looks great Ibanez.

Gorgi
06-14-2010, 04:56 PM
Lol i thought DFII project was long time dead. But then I always checked

http://shamusworld.gotdns.org/df2mod/index.html

But WOW what a great piece of work Ibanez

Omnisu
06-14-2010, 11:22 PM
We are using some textures from the older df2 mod, but we aren't the same thing.

hhunter6
06-16-2010, 09:31 AM
If you need some other textures send me a PM and I can give the ones the MOTS team has recreated.

Ibanez
06-16-2010, 12:51 PM
Ah ha, that'd be vastly useful. I have a handful of textures from people who have recrereated them, but there are a lot I don't have from 06barons. :)

exonimus
06-18-2010, 02:45 PM
It's been a while since I last visited these forums, but I just had to post and say how amazing some screenshots look. I think hhunter and I are being vastly outclassed and outpaced by you alone, as we have no finished level and you take on several in such a short time frame. xD

In all seriousness though, I love your work and the creative touches. If I might give you one tiny suggestion, the reddish rock stairs on one of the screenshots look slightly bland, but that might just be the particular shot.

Omnisu
06-18-2010, 10:38 PM
Level 3 is about 50/50 me and Ibanez. Level 2 will probably be more like 20/80, since it's likely to be mostly orange when I give it to him. So he's not outclassing you by that much; he's got help.

exonimus
06-19-2010, 10:35 AM
I didn't mean it seriously, but as a compliment (to you both, then) =)

All I'm saying is I love those creative touches, and they've inspired me to plan a rework of a part of the level I'm working on atm as well. Really go back to basics and ask myself: what was this room supposed to be for? and if it's not clear (as MotS was more rushed than both DF and DF2, that might have to do with it), make up a purpose. This way, the recreation goes further than just updated semi-old half empty rooms, and hopefully comes to life more.

Omnisu
06-20-2010, 12:04 AM
MotS wasn't so much rushed as it was a bunch of junk levels left over from making JK combined with engine features that got cut from JK at the last minute and put back into the engine for Infernal Machine.

exonimus
06-20-2010, 05:56 AM
Disagreed. Mara Jade really had no place in df2, and the siege on altyr v had nothing to do with df2's story, same counts for other levels. Although you could say a story was created to fit the maps, I'm not sure of the order in which that happened.

I'd be the first to admit the storyline is bad and too many things are left unexplained. E.g. where did kyle get the info on dromund kaas? why is the base getting attacked? etc. Besides, some levels are just really random, making the player wait till kyle goes to kaas and gets corrupted, but I honestly found some maps to be really enjoyable, and not ' junk' at all. Admittedly, they need a crapload of work since there are a lot of things bad and missing. Take stuff like wrong textures on walls (it happens!), that is a sign of being rushed more than being left over levels, but I really believe that some ideas were good and original (same for some new MP levels) and with some creativity, they can become really great. Especially the first four and the last three levels. Take level one for example. The idea of a imperial siege on a rebel base from an asteroid is original, but the base itself is empty-ish except for some control panels, boxes and an a-wing. That is something I only recently realized when making it, and I've currently assigned every room a function which would help give the map more purpose. Once this is done, it could really get good imho.
Especially if a solution can be found for making some kind of related story between those levels instead of some random in between adventures.

Finally, the expansion introduced stuff like saber throw and some other new powers, the player can choose powers from both light AND dark side, and it introduced capture the ysalamiri+was original in adding character play instead of just jedi with guns and force to multiplayer. It was a bit like mb2 in that direction.

Ibanez
06-20-2010, 07:22 PM
Haha, it's nice to come back to these forums and see a debate erupt. Thank you for the kind words, exonimus. Omnisu, while rather blunt, is correct. I'm not doing all the work you see. Levels 1, 4, and 5 are all mine, but Omnisu did the layout for level 3 and I did the details and scripts. He's currently orange-mapping level 2 (and has some very neat looking things going on, I might add.)

I can tell you that I'm really glad that I inspired you so much, and I agree with you about some levels in MotS. I really look forward to seeing Kappa (sp?) the hutt's levels. :)

Omnisu
06-20-2010, 09:18 PM
Don't misconstrue 'junk' to mean 'crap'. What I meant is it's a lot of things that got made during the development of JK that didn't get used, of mixed quality. Many of them were probably never meant to go into JK at all. They might represent test levels, or level designers going off and doing their own thing. If you've read the press that came out before JK was released; a lot was cut from JK. Mostly from the multiplayer.


Jedi Academy appears to be the same sort of lazy game design. Random disconnected ideas, with a game thrown around them.

exonimus
06-21-2010, 05:34 AM
Okay, then I might have misunderstood the use of the word junk. Apologies. :P And now that you mention it, I do recall having read something alone those lines somewhere.

Also, on a completely unrelated note, I have a question: does the dfmod have a modeller currently? I recently came across Jose Carlos' throwable stuff mod (and assets) and I'm planning to try it out soon. If it works, it could be great to (if it works properly) add some new throwable objects, but one needs to do some simple max operations for that -that is, I think they're simple-, but I have no clue whatsoever how to.

edit: just tested it, the mod just has too many disadvantages since objects become npc's, allies attack objects, bounding boxes are sometimes messed up, and sometimes the objects behave like people. Maybe the mod can be used for some small easily destroyable items, but no more than that.

Ibanez
06-21-2010, 12:17 PM
Unfortunately I have no clue what the deal is with the DFmod team. :( That throwable stuff mod sounds neat, though.

exonimus
06-21-2010, 02:29 PM
Actually, I just reread another page of this topic, the dfmod team is only DSM and hhunter atm, so they don't have a modeler either.

It's so sad that so little people care about bringing these awesome games to jk3 anymore. But then, jk3 itself is also getting old, but alas. We should really talk about setting deadlines on certain things in our projects( e.g. say hhunter and I finish the first three mots levels and leave it at that for the moment) then combine all our forces (' us' being shamus, dsm, hhunter, you, omnisu, me and whoever else is still around either working on somethng df1/2/mots related) and get at least one of these suckers completely done imho.

Treeboy
06-22-2010, 01:24 AM
Dont for get me... mapper Executor level, lol

chris the cynic
06-30-2010, 05:43 PM
I'd be the first to admit the storyline is bad and too many things are left unexplained.
I remembered someone posting how they thought the MotS story could be improved back when a MotS mod was entirely hypothetical. I thought that I'd dig it up and share it in case it might be helpful to you.

Now that I've found it I see there wasn't much there.

The relevant part is this:

IMHO...they should have made Mara's journey simply a quest for Kyle. The whole thing would have gelled together if she'd been informed early on of Kyle's disappearance - never mind all this 'help the Republic' business. Then it would have made sense grabbing that Holocron...so she could find out the most likely place for Kyle to be.

Which you can see in context here (http://www.lucasforums.com/showthread.php?p=1182731).

And apparently I posted in that thread, I had no idea. At the time I thought integrating that thinking into an MotS mod "would make it far better" at this point it's been so long since I played MotS that I hardly remember the story and can't speak to how, if at all, it might be improved.

Ibanez
07-13-2010, 11:30 PM
Here you guys go. I didn't make this, someone who goes by mb is making this.
http://forums.massassi.net/vb3/attachment.php?attachmentid=24124&d=1279074372

setlec
07-14-2010, 01:34 AM
WOW! That's really awesome!!!! sweet dreams of playing in a map that big!!!!

Shamus
10-19-2010, 01:10 PM
hm, didn't know that ja could do focus blur. :p

Path-x
12-23-2010, 12:41 PM
Hello. First I must say all this is completely amazing. Stunning piece of work really. :thmbup1:

Now if I may ask, are you guys still working on this project? If so, how close are you to completing the whole thing?

TheDandroid
01-07-2011, 12:29 PM
I would very much like to know the same thing because looking at the screens I get all excited inside.

KamoN
01-19-2011, 07:44 PM
Any news? :D

NitroTab
02-06-2011, 10:38 PM
Why was my last post deleted?

acdcfanbill
02-06-2011, 11:17 PM
Why was my last post deleted?

check the forum announcements, there was a serious database crash and the backup was a week old.

JKDomination
02-13-2011, 06:51 AM
As for the mod itself, it seems to be on indefinite hold (once again). :\

NitroTab
02-15-2011, 11:27 PM
What about Ibanez? just wondering how many maps have been recreated by him and the person who was helping him.

Path-x
06-25-2011, 07:08 PM
I really hope this isn't dead. It would be such a waste.

JKDomination
06-26-2011, 07:12 AM
The prognosis is very weak. No updates in months and last time I saw, Ibanez was working on a Source project. Guess he's too busy with school and stuff.

Path-x
05-09-2012, 02:18 PM
It would be great if Ibanez could release these maps, just so we can see them. :)

Machop172
05-21-2013, 12:46 PM
Wow, those are beautiful maps.

setlec
05-22-2013, 05:58 AM
this topic was necromanced but no big deal the most active topic about this mod you can find it here http://jkhub.org/topic/2004-dark-forces-mod/

JKDomination
09-14-2013, 09:41 AM
I don't have the exact post at hand, but I think Ibanez (also known as Zell) lost those maps he worked on a while (probably a few years) ago. A shame!

Path-x
01-28-2014, 04:05 PM
I don't have the exact post at hand, but I think Ibanez (also known as Zell) lost those maps he worked on a while (probably a few years) ago. A shame!

A shame indeed.