Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

BlackDragon

Latest Activity

Posted in: Remaking JK SP in JO
 BlackDragon
03-19-2002, 11:35 AM
#22
I think that it could be done. I don't know if you could do all of one level in one go as, like you said Fardreamer, the JK levels are large. But you could break them down so that the JK levels spanned over several JO levels. (Of course, the JO level...  [Read More]
Posted in: Using GtkRadiant now for JO maps
 BlackDragon
03-19-2002, 11:24 AM
#3
More than likely. It will probably take some configuration and, until any sort of GDK comes out, will require a manual configuration of the shaderlist.txt, .qe4 file and .dev files. It may also be a p.i.t.a. to configure like EF was. What it could b...  [Read More]
Posted in: Here are two sketchs I made @ school for JK2
 BlackDragon
03-19-2002, 11:30 AM
#6
Pretty good. Suggestions; If the character is human, then consider the proportions of the head. Eyes on a human head are central, so you want to lower the goggle on the hemet to reflect the position on the head. Tip is to get an anatomically correc...  [Read More]
Posted in: Here are two sketchs I made @ school for JK2
 BlackDragon
03-15-2002, 8:52 AM
#3
Pretty good. Keep doing it! Personally I don't think the helmet needs the Boba Fett sensor thing. Why not try some different views to give an idea about what it looks like from the side, rear etc. Action poses too?...  [Read More]
Posted in: Radiant tips n' tricks
 BlackDragon
03-14-2002, 5:12 AM
#2
Regions are similar to layers in JED. Goto Quake3world forums and do a search (I've never really used them so you better off asking people who have.) Yes, you can select multiple faces from different brushes. To do this, use alt + shift+ctrl+left cl...  [Read More]
Posted in: JK Level Converter
 BlackDragon
03-11-2002, 11:09 AM
#4
Due respect for Droid [sp?] for making the plugin tho. As long as people don't just import the levels and leave them at that without adding any of the nice little features that the Q3 engine can do (curves, shaders err... curves!) then there's just n...  [Read More]
Posted in: Cloth?
 BlackDragon
03-05-2002, 8:07 AM
#5
If you check out q3a and ta then you'll see that they've got flags which flap in the wind. These are done through use of shaders which you can also apply to characters. But I don't know whether they'll necessarily suit jedi robes or not. If you've...  [Read More]
Posted in: Who will be modding??
 BlackDragon
03-05-2002, 7:59 AM
#14
Levels, skins, models for SP. (Once I've got to grips with all the relevant tools!) I have in mind to do a lot more (like new weapons etc) for SP but that all depends on whether there's going to be a code SDK for single player. TheSnerd - you're d...  [Read More]
Posted in: ICARUS vs. COG (anticipating ICARUS2)
 BlackDragon
03-08-2002, 4:10 AM
#32
Mike, Thanks for clearing some of this up. (Shame to end an interesting and speculative debate though!!! :) ) Just one question though. In SP, you can easily create new missions, storylines, etc, but you won't (easily) be able to change the basic ga...  [Read More]
Posted in: ICARUS vs. COG (anticipating ICARUS2)
 BlackDragon
03-06-2002, 7:37 AM
#23
I don't know if you can say that just because Lucasarts haven't done, doesn't mean they won't! They're learning a lot from fielding out the development to other people (ie. JO and Galactic Battlegrounds!) GB came with scenario editor and they're enco...  [Read More]
Posted in: ICARUS vs. COG (anticipating ICARUS2)
 BlackDragon
03-06-2002, 4:18 AM
#20
If ICARUS2 is based on ICARUS then it will be their own bespoke scripting language. The SDK, if any, is likely to be in C, as are the Q3A, RTCW and EF SDKs. (How many acronyms can I get into one sentence?) I was having a look at the EF ICARUS setup...  [Read More]
Posted in: ICARUS vs. COG (anticipating ICARUS2)
 BlackDragon
03-05-2002, 11:38 AM
#16
That's encouraging anyway. (Must..not...get...hopes...UP!) I think Lucasarts are going to be a little more encouraging about the mod community - after all, they are now holding a competition for creating Galactic Battleground maps!...  [Read More]
Posted in: ICARUS vs. COG (anticipating ICARUS2)
 BlackDragon
03-05-2002, 8:29 AM
#12
I for one will be a little disappointed that Raven is likely *not* to release an SDK for SP. One of the greatest things about the JK modding community was the huge amount of add-ons you could get. Half-life and Quake 2 also didn't suffer from having...  [Read More]
Posted in: SDK for Single Player Game
 BlackDragon
02-12-2002, 6:09 AM
#1
Wonder if Raven will release an SDK that will actually allow you to change aspects of the Single Player game rather than just using ICARUS and BeHaveEd? Being able to change Elite Force so that it had a Hub map system would have been great and I'm su...  [Read More]
No, the Corellian Corvette is the "Rebel Blockade Runner" - like the Tantive IV seen at the beginning of Star Wars....  [Read More]
Posted in: Death Star
 BlackDragon
10-06-2004, 6:23 AM
#19
From the Lucasarts JTLS site regarding the Endor space sector: A remote, mysterious system of which little is known. The Empire has seen fit to restrict travel to this zone... but no one really knows why. If you venture there, be careful! Whether or...  [Read More]