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My DF Mod assignment - map object skinning; showcase & critiques

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 Darth_Linux
06-03-2004, 9:56 AM
#51
the emporer sculpture is like the busts in the Jedi Library . . . lifesize.


it's the Data Card that shows the Detention Center escape code. I guess you can think of it as a fancy LCD display . . .
 jp-30
06-06-2004, 5:46 AM
#52
Updated skins for

1. the Emperor statue (to make it look more like The Emperor);

http://img64.photobucket.com/albums/v194/jaepee/darkforces/montage-emscu000b.jpg)

2. The iMines (blurred edges, so it doesn't look cell-shaded;

http://img64.photobucket.com/albums/v194/jaepee/darkforces/montage-iminesb.jpg)

3. A new initial texture for the det code.

http://img64.photobucket.com/albums/v194/jaepee/darkforces/montage-det_code.jpg)

This probably follows the DF sprite too closely, but I can alter and enhance later. What happens with this object in game? Is it in a cutscene, or seen better in the inventory / level goals between levels? Would it be worth having an animated aurebesh readout on the screen?
 ZBomber
06-06-2004, 10:23 AM
#53
Well, its so basic, its hard to enhance it any more than that. Good job. :)
 HapSlash
06-06-2004, 11:44 AM
#54
That looks so much better than it was.

If you were wanting to spend any extra time on the statue you could
also add some highlights to it's top, and a bit of light shading to give
the impression of folds in the hood.


If you don't have the time for it don't worry. It still looks great.
I'm just being overtly meticulous again.


:dev7:
 jp-30
06-06-2004, 3:46 PM
#55
Cool. I'll keep tweaking them til they're all 'just right'.

:D
 DF mod Feedback
06-06-2004, 5:54 PM
#56
My 2 cents for jp-30 (plus a little for the model makers):

As far as I'm aware the goal of this mod is to recreate Dark Forces by following the formula of the original game while re-interpreting certain details as Gresko, Chin, & Co. would have if they were designing it in present day. Some semblence or trace of the original design should almost almost be kept, but I feel your interpretations lean too far to the conservative side of things. Shake things up a bit!

Frogbwl2 should have the appearance of, erm, some kind of frogish animals in there; it shouldn't be just bright green slime (if anything, the slime should be closer to brown than green for this one, imo). Also, the top level of the sludge (in the 'middle' of your creation) should be the same color the muck can be seen from on the sides, not of only the transparent container it sits in. Think what you saw in ROTJ in Jabba's palace!

The md3 for the imines as well as the textures should be scraped completely. It looks to me like a cardboard bookbag filled with 3 encyclopedias. I'm fairly certain the original was meant to look like it has soft padding around its entire surface (it is afterall a bag that is holding explosives). As for the peek the bag gives you on the inside, it appears to me that the mines are stacked with the bulk of the mines surface facing towards you (similar to how it would look if you were looking at an overhead view of a planted mine).

The cups should definitely be opaque to some degree and shiney to boot. I always imagined them as being made of some transparent glass/crystal, they look more exotic that way. These look like coffee mugs I could buy at walmart.

Hopefully this is not seen as overly harsh. Thanks for your work.
 jp-30
06-06-2004, 7:55 PM
#57
Welcome stranger.

I wrote this in the first page of the thread, and the situation still holds;

I just didn't want to overstep the mark. It's hard to know if the reproductions are supposed to be as close to the original as possible, and I guess different people will have different philosophies on that.

The way I see it is that where possible I should start by skinning the models to look as close to a 3D representation of the sprite as possible.

Once I have the opportunity to view the finished skinned models in-game I'll have a better appreciation of their size, visibility and prominence in their respective levels. And then I (and others involved in the level / MOD) can decide if any of the object skins would benefit from additional enhancements and embellishments.

The above guideline appears to have been approved by the mod organisers.

Some things, like the frogbowl, I'm not happy with at present, and no doubt it will be tweaked, but there are limitations to the models, and poly counts need to be kept in check when it comes to minor models. The frogbowls do not have any liquid surface modelled, which makes skinning to look like there's liquid inside somewhat difficult.

Thanks for the feedback, while the models & skins you see here will be in the demo, I'm sure they'll be further refined in due course.
 Kazashi
06-06-2004, 8:04 PM
#58
Thanks for the comments. The one thing I can think of in reply to them is that I'm not a Star Wars fan. While that may come as a shock to some of you, I simply don't like it enough to want to watch the movies so many times I can recall every little detail, or read up on all the original concepts for games and movies or pour through fan fictions. I don't visit any other forums save for this one, and I haven't even played more than the first few levels of the original Dark Forces.

In recreating the models all I have to work with is the artwork from DF itself (that low detail rectangle), with some description of what that item is supposed to be. Sometimes it will look decent, other times I will get it incorrect. Someone has previously pointed out that the contents of the bag of mines should be different, and in time the model will be changed accordingly.

That's just my point of view as the model maker.
 The_One
06-06-2004, 8:07 PM
#59
Nice username, by the way ;)
 Zappa_0
06-06-2004, 10:37 PM
#60
Very Nice Work!
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