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ForumsShowcase → Katraasii Spaceport...for Jedi Outcast
Katraasii Spaceport...for Jedi Outcast
2005-04-08, 10:55 PM #1
That's right! Im remaking Katraasii Spaceport part A from MotS. I just got done making the last shader i needed to post first screenshots!

[http://img.villagephotos.com/p/2005-4/989145/shot0000.jpg]

[http://img.villagephotos.com/p/2005-4/989145/shot0001.jpg]

[http://img.villagephotos.com/p/2005-4/989145/shot0002.jpg]


I know the lighting is definitely a little off. Im still making it brighter and playing around with it but this is my start. If anyone wants to remake some of the textures in good quality and do me a favor please post them on this thread. Remaking the textures is a long and painful procedure. I would give you credit and your name would be in the mod as well for helping me.

Comments? Questions?
I was just petting the bunny, and it went into the soup can, and part of my hand went with it. - Red vs Blue
2005-04-08, 11:21 PM #2
i would definately suggest adding more detail than the mots level. give those orange containers more sides... model the lights on the floor. maybe make that corner behind the containers curved? but basic detail all around.
2005-04-09, 12:06 AM #3
Definitely what he said. What it looks like right now is you stuck the player model, HUD, and some shadows in the original level. It's kind of annoying.
Ban Jin!
Nobody really needs work when you have awesome. - xhuxus
2005-04-09, 3:30 AM #4
:)
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2005-04-09, 5:16 AM #5
Are you even allowed to just convert over all the textures like that?
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-04-09, 7:18 AM #6
Could you not have made it for JA? It would give you a lot more editing freedom.
Xbox Live/PlayStation Network/Steam: tone217
http://twitter.com/ourmatetone
2005-04-09, 11:31 AM #7
Yeah, don't make the new look like the original verbatim. You have a much newer engine to work with. Use it to it's full potential.
Code to the left of him, code to the right of him, code in front of him compil'd and thundered. Programm'd at with shot and $SHELL. Boldly he typed and well. Into the jaws of C. Into the mouth of PERL. Debug'd the 0x258.
2005-04-09, 1:54 PM #8
Quote:
Originally posted by Lord_Grismath
Are you even allowed to just convert over all the textures like that?


Im completely recreating the textures. Im not stealing any information or anything like that because I am making them. They are just off the same design.

BTW i said i was going to recreate Barons Hed but my JK CD is so darn scratched up from many good times that it wont even install.

The HUD is staying, Player Model is changing (of course, for Gods sake its a woman) and im just now working with the lighting but if you think the shadows are the smae then you are wrong because in MotS there are barely any shadows at all. its almost like full light compile.

Like Cazor brought up about the detail thing. Yes I plan to do some special other things with the detail that Mots didn't have but i do not want to stray to much from the original level. I do however like the idea of the curve change. I'll probably do that. Right now most of what you will see is going to be pretty plain until I get past textures and main design work. One of the things i plan to do is put a lot more people in (civilians, thugs, etc.) and there will be some walking around, some standing still and so on. There will be some of the same bad guys in the same areas but some will be different and some may have different weapons determined by what i feel like. I really plan to do a lot more detail around the outside areas. I always thought there needed to be a little more interesting work in there.
I was just petting the bunny, and it went into the soup can, and part of my hand went with it. - Red vs Blue

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