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The JKII engine doesn't "handle" any more polygons than any other Q3 engine, it will simply have more because of more detailed level design, and have a higher minimum system requirement because of it. It's not like the actually models/leve... [Read More]
Basically you should get used to Radient as the map format is likely to be *exactly* the same, save for a different set (read: monstar's!). It's so compatible that whenever you make a level for any other Q3 engined game it's as easy as just changing... [Read More]
Well, expect Quake like editing, if you've ever done anything like that. I personally never got round to making maps for Jedi Knight, but I presume that was reasonably similar to Quake in as much as basic 3D mapping is concerned. Quake is based on... [Read More]
Okay, whoever posted that screenshot from Return To Castle Wolfenstein is mistaken in assuming that it has anything to do with JKII, because Ghoul2 is in fact a Raven technology, not a Quake3 one. RTCW is being developed by Grey Matter, formely Xatri... [Read More]
Dedicated servers is a given... Shoutcasting? Are you refering to the recent Half-Life announcement, or the MP3 streaming program? Neither of which is that likely in JKII, although there will obviously be a spectator mode.... [Read More]
Also JKII will have code from Q3TA, which had quite good support for large outdoors terrain style levels. As someone has said though, the easiest way for raven to do if you still want a huge scale is to have tiny levels,maybe of a single area, but r... [Read More]
Motion capture isn't particularly new or anything... it's been used in football games for years to varying effect. Oh, I mean soccer to you American's... I don't know if they use it for American Football or not.... [Read More]
A technicality, but animations are never "blocky". They might be jumpy, or stunted, or something like that, but they aren't blocky. Blocky refers to either pixelisation due to low resolution, or low polygon models.... [Read More]
Well, motion capture isn't actually always the best thing for a game. Generally well hand-animated characters look a lot better and have more "style". Motion capture also has some problems, in that not every movement can be captured, so so... [Read More]
Quite simply, you can't say yet, although I would expect them to be marginally higher than elite force. Not in video card stakes, but a higher processor speed, as the entry level/average machine will have moved up by the time of release.... [Read More]
They remind me of the stormtroopers in the sega arcade games. They just have that rendered "apperance"... Well, that's to be expected, but it can only get better.... [Read More]
Also, we don't know what sabering in JK2 will be like. Perhaps there will be a reason to use the mouse. Since they are using the Q3 engine, most of the current NFers will be gone or become fragbait (people with dial up don't last long against broadba... [Read More]
The blue haze is so cheap that I can only assuming it's a placeholder graphic. Hell, nearly everything seen so far isn't that likely to turn up in the final game unchanged.... [Read More]
The way that the sabre does the dynamic lighting on the ceiling is a result of the Quake engine, if you remember back to Quake or Quake two, when shooting a rocket down a corridor, you would get four lit up circles following it on the walls as it goe... [Read More]