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Fardreamer

Latest Posts

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Posted in: Look closer at the "non-linear progression system"
 Fardreamer
05-06-2003, 10:48 AM
#52
As has been mentioned, a distinction should be made between non-linear level design and non-linear gameplay. One is not necessarily the other. JK's, and for the most part JO's levels (meaning architecture and layout) were linearly designed, meaning y...  [Read More]
Posted in: WIP: Count Dooku model (with cape ;) )
 Fardreamer
06-08-2002, 7:50 AM
#82
That face skin bares an uncanny resemblance to Michael Jackson. Do something about the nose please. A little less nose-job-ish....  [Read More]
Posted in: Remaking JK SP in JO
 Fardreamer
03-20-2002, 3:38 AM
#24
You ask what's the point? I'll tell you. It's very very easy and lots of fun to make. No need to spend weeks and weeks designing locations, modelling weapons and enemy models and programming them, and, most importantly, coming up with an original sto...  [Read More]
Posted in: Remaking JK SP in JO
 Fardreamer
03-19-2002, 4:05 AM
#21
Offering them for download is illegal. Levels with DF textures are illegal, because they are offering DF content tp people who don't own DF. However, if you own DF and are required to extract those textures yourself, then youaren't doing anything il...  [Read More]
Posted in: Remaking JK SP in JO
 Fardreamer
03-18-2002, 11:03 AM
#17
As I said in the first post, many resources from the original JK would be required, such as sounds and cutscenes. And so part of the installation would require the JK CDs be inserted in order for an extractor program to extract the resources. Such a...  [Read More]
Posted in: Remaking JK SP in JO
 Fardreamer
03-18-2002, 2:26 AM
#15
I don't see what kind of legal issues could arise if the first Jedi Knight CDs are required in order ot load it......  [Read More]
Posted in: Remaking JK SP in JO
 Fardreamer
03-18-2002, 2:25 AM
#14
Trunks! Yeah I remember you. :)...  [Read More]
Posted in: Remaking JK SP in JO
 Fardreamer
03-17-2002, 3:57 PM
#11
You worked with me on my mod? AotL? Did you go by some other alias back then?...  [Read More]
Posted in: Remaking JK SP in JO
 Fardreamer
03-17-2002, 2:19 PM
#9
I may be an old JK fart :), but I don't seem to recall hearing the name SoccerGuy before... I remember a Mr. Goalie on Jedi Legacy, though.... Refresh my memory?...  [Read More]
Posted in: Remaking JK SP in JO
 Fardreamer
03-17-2002, 12:57 PM
#7
Most definately not. The levels would have to use the Q3 engine's mapping capabilities to the maximum. dr0id's plugin could be used to make easy-to-follow reference levels, but they would have to be remade from scratch. Anyway, part of the remake wo...  [Read More]
Posted in: Remaking JK SP in JO
 Fardreamer
03-17-2002, 1:21 AM
#3
I didn't say I was going to make this thing :) I don't think such a huge mod would be feasible....  [Read More]
Posted in: Remaking JK SP in JO
 Fardreamer
03-17-2002, 12:41 AM
#1
Set aside questions about the feasibility of such a mod. I want to discuss the technical issues here. Is JO's modified Q3:TA engine cabaple of handling the original Jedi Knight's singleplayer levels? Recreating the JK levels would require modelling...  [Read More]
Posted in: Who will be modding??
 Fardreamer
03-02-2002, 5:41 AM
#4
I'll definately be modding. Mostly weapos, especially the lightsaber. First project, after I have sufficient knowledge of the inner workings and capabilities of the scripting system, will be a lightsaber mod....  [Read More]
Posted in: About SoF2, maybe something to expect in JO
 Fardreamer
02-27-2002, 3:26 PM
#3
I sure hope that's true for JO as well... that'll be SOOO sweet......  [Read More]
Posted in: ICARUS vs. COG (anticipating ICARUS2)
 Fardreamer
03-07-2002, 4:17 PM
#30
That isgreat news (as long as the MP SDK is really released), but I think many JK modders will be disappointed that there's no one universal system controlling everything as there was in JK. That's what made modding so easy for it. Anyway, I really...  [Read More]
Posted in: ICARUS vs. COG (anticipating ICARUS2)
 Fardreamer
03-07-2002, 12:48 AM
#26
Thanks for taking the time to clear that up... though you should know, I'm crushed :( I just hope they release the MP source... No weapon changes in singleplayer... *sigh*...  [Read More]
Posted in: ICARUS vs. COG (anticipating ICARUS2)
 Fardreamer
03-06-2002, 7:04 AM
#22
ICARUS is too simple, as I stated at the beginning of the topic. It includes primitive syntax and constructs, and is useful only for making levels - you can control many dynamics of a level through the scripts; but for modding it is useless since it...  [Read More]
Posted in: ICARUS vs. COG (anticipating ICARUS2)
 Fardreamer
03-06-2002, 4:00 AM
#19
They're using the same scripting language, so it's not necessarily confined to C++....  [Read More]
Posted in: ICARUS vs. COG (anticipating ICARUS2)
 Fardreamer
03-05-2002, 9:49 AM
#14
Someone mentioned somewhere on this forum that SOF2's ICARUS2 can be used to modify weapons, items, and a whole other list of things. Hopefully this is the same version of ICARUS2 that is used in JO. If that's the case, and if ICARUS2 is anywhere nea...  [Read More]
Posted in: ICARUS vs. COG (anticipating ICARUS2)
 Fardreamer
02-26-2002, 2:27 AM
#9
That's what I said. They'll probably (hopefully) release a GDK with a level editor, a few plugins for exporting models from 3DSMAX or some other 3D application, and the decompiled ICARUS 2 scripts. Chances are they won't release an SDK with the sourc...  [Read More]
Posted in: ICARUS vs. COG (anticipating ICARUS2)
 Fardreamer
02-24-2002, 2:44 AM
#7
That's what I'm worried about. Judging by Elite Force, the weapons will be editable only if they release the SDK, which I seriously doubt will happen....  [Read More]
Posted in: One question on Milkshape3D
 Fardreamer
02-24-2002, 2:56 AM
#5
I ordered MilkShape, and it's perfectly safe. I got the registration info within 24 hours, and everything's worked smoothly ever since. MilkShape is a great tool, anyway....  [Read More]
Posted in: Basing a stand-alone mod off OJP?
 Fardreamer
01-01-2004, 5:31 PM
#10
Heh, Emon, last time I posted here I had more posts than you, now look at you :) then your best bet for the moment is to carry on the work your doing for your mod, but instead of keeping it in a seperate project, just contribute it to the OJP. That...  [Read More]
Posted in: Basing a stand-alone mod off OJP?
 Fardreamer
12-28-2003, 7:01 PM
#6
Thanks for replying so promptly. The more I think about it, I realize it just isn't possible to use OJP as a base - as long as it isn't released, that is, and I doubt that's going to happen any time soon. The only option is to snoop around your sour...  [Read More]
Posted in: Basing a stand-alone mod off OJP?
 Fardreamer
12-27-2003, 8:29 PM
#1
Hi all. I've got a few uneducated questions here, I was hoping someone could give me a hand. First of all, I've been out of the entire JO/JA modding scene for quite a while, and only recently started getting back to it. A few months ago I was workin...  [Read More]
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