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Messages - Darktrooper

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1
General / Re: Republic Commando II Mod
« on: June 23, 2011, 08:52:33 PM »
Quote
Tomb Raider franchise director Tim Longo has left Crystal Dynamics to accept the mantle of creative director at LucasArts on an unannounced project. Longo revealed the move in a twitter post earlier this month. Longo leaves the Tomb Raider project with the design likely set for the most part as the game enters what should be the production push toward an anticipated release later this year.

As Longo noted, this is a return engagement with LucasArts. During his previous stint with the company he served as first lead designer and then director on Star Wars: Republic Commando. The game earned many fans with its campaign that let players become part of an elite squad of clone soldiers who took on special missions set at the same time as the events in the Star Wars prequel trilogy. Since then, rumors of a sequel have come and gone. Could Longo's hiring indicate a Republic Commando 2 is indeed in the works again?

His arrival potentially coincides with another interesting development today. LucasArts announced it has licensed Unreal Engine 3 from Epic Games for multiple upcoming projects according to a news release. Zak Phelps, director of technology at LucasArts, said of the move, "Unreal Engine 3 is a forward-looking solution that shortens the path between inspiration and execution on a wide variety of gaming platforms."

So, the former Republic Commando director has returned to LucasArts and the company has handed him one of the preeminent modern shooter engines to play with. It's all circumstantial evidence, to be sure, but with plenty of reason to be hopeful.


Source: http://www.shacknews.com/article/68252/could-a-republic-commando-sequel

2
Unreal Engine 2 General Modding Chat / Re: Modeling Tutorials
« on: June 08, 2011, 01:27:03 AM »
You would probably get more information on Blender or one of the other free modeling tools. XSI is okay, but not really a mainstream tool. So there may not be very many tutorials out there for it. :-\


3
Modeling / Re: Blender
« on: June 05, 2011, 03:47:59 PM »
This isn't possible to do with the editor program in SWRC. The editor has no export features  for meshes, of course there may be some third party program somewhere that you could rip them out, but I doubt it.

4
General / Re: Coming Soon...
« on: April 14, 2011, 07:50:28 AM »
Nah we've got all the weapons we need. Things are coming along pretty good now. Getting very close to alpha testing. ;D

5
General / Re: Questions from an old friend...
« on: April 14, 2011, 07:40:37 AM »
Hey its Slaughter, I havnt been on here since before Christmas...Yup I been modding this whole time. I have some questions for the Sandcrawler Community..

-When I import my .ase 3d models from blender into Unrealed  it wont let me texture them in the game. Ive tried texturing them in blender before importing them..which doesn't work either. How do I texture my custom models?
You will need to make the UVs and then "skin" them like any other model by importing the textures normally.

-Tycon did ya eva' get that lightsaber idea to work?? Wat hav ya done so far on it??

-And last... IS there anyway to import custom animations into Unrealed?
Not sure about importing animations. You could probably ask over on the polycount fourms. They may know of a way on ow to do it there.
COME On community.. 3 easy questions... 3 easy answers... I JUST WAnNA MAKE THE uLTiMATe MoD.

Answers in red, Slaughter.

6
Unreal Engine 2 General Modding Chat / Re: Map Help
« on: April 14, 2011, 07:33:53 AM »
Just a suggestion, but what about the Jedi Temple or Senate building. Over the years I've never seen anyone do a map using those particular themes. Might be worth a try.

7
General / Re: Just a test...
« on: January 24, 2011, 02:00:13 AM »
Started on the first mp map for the mod, added some evaperators to the map. I'm not a modeler by any means but they turned out half way decent. You can find out about the mod in detail by going to here

8
General / Re: Just a test...
« on: January 23, 2011, 02:01:25 PM »
Thats what the UDK is essentially. Although some of the newer updates to UDK have brought it much higher in standard compared to UT3. I just added a new model designer to the project and he'll be working on characters first. I sent him these pics for reference.

9
General / Re: Just a test...
« on: January 22, 2011, 09:06:32 PM »
The droid works fine as it's just a matinee sequence. Right now I'm looking over the Original RC scripts and seeing if I can port some of the more common ones to UDK using notepad++. Also, theres still the issue of character models and props that will need to be made for it. Sounds are easy to get, half a million of them on the web, so those are covered. Not much else is happening so this is pretty much my hobby now. Vodean has done a great bit of work on the RC 2 mod for the original game, but I'd like to see a new Star Wars setup in Unreal. Had a concept called Smuggler's Blues but it takes place between the years BBY 6 and ABY 2.

10
General / Just a test...
« on: January 22, 2011, 01:14:07 AM »
Kinda working on the RC Idea in UDK for now. Below are some pics and a link to video of a droid test for it. Not much at the moment though. Back to working full time so my mapping time has been slashed by 60%  :( Anyways, heres the footage:



http://www.youtube.com/watch?v=Qj8nsCO9rKI

If anyone is interested in working on this give me a shout either by pm or email me at darktrooper@woh.rr.com

11
Modeling / Re: Making SMs....From UNREALED!!:D
« on: January 04, 2011, 09:32:23 PM »
If you look in the anchorhead map I made, you'll see a jacked up looking land speeder. TRUST ME, you are better off trying to learn to make things in a modeling program. That land speeder was just horrible  :-[

12
Modeling / Re: Making SMs....From UNREALED!!:D
« on: January 04, 2011, 12:00:42 PM »
Um yea, I can't wait to see your blocked out tie interceptor or millenium falcon made using just the tools in the unreal editor. But you want to make usable lightsabers. REpComm meet Tycon's legoland lightsaber. Should be uber.... ::)

13
Matinee/Animation / Re: LightSaber
« on: December 29, 2010, 02:18:04 AM »
In order to use the exsisting ls model you would have to create a new weapon script for it. Then you would have to either make a static mesh or partical system to attach to the saber, scripting it as well if you wanted the saber to activate/deactivate. You would also have to make the animations for it in an external program because it is just a prop and there are none for it in the RC files. So essentially you will have to make a complete mod of the static prop that is in game now.

14
General / Re: Only in my Hometown...
« on: November 24, 2010, 11:19:36 PM »
Not so simple, the "Professional Demo Team" planted the charges for imploding it, but only placed half the number needed on the one side.  All they did was crack the surface while the others blew out the bottom on their side. Super genius lol

15
General / Only in my Hometown...
« on: November 11, 2010, 09:53:32 PM »
These guys cant even blow things up right, lol  ::)

http://www.rr.com/video/1640345607

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