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As I begin to wind down the Adobe Create New Tour, I couldn’t help but notice that no matter what city I went to, the story was the same. While people generally knew about Adobe’s Creative Cloud, they often had misconceptions about it. I started each presentation explaining what Creative Cloud was and what it wasn’t. Since not every one can attend a Create Now event Live, I thought I’d debunk the Top 5 Myths about Creative Cloud that I hear the most.#1 “I don’t want to run my Applications in a web browser!”When people hear “cloud” they get visions of running applications in a web browser. While that may be the case with other cloud offerings, it’s not the case with Creative Cloud. Creative Cloud members download and install their Apps as Adobe customers always have. The Apps like Photoshop , Illustrator, In. Design and even the new app Muse runs from your Hard Drive, not from the cloud.#2 ” I don’t want to have to be connected to the internet just to use Photoshop.”Once we get past the fact that you download the Apps and install them on your hard drive, people still sometimes think that they need to be connected to the internet to actually run the Apps because they are Creative Cloud Apps. Again, this is not true. Your Apps not only install on your hard drive, but they also can very much run offline. You computer does have to connect to the internet once a month to verify that your membership is still current, but that’s it. Once that check has happened you can disconnect and run all of your Creative Cloud apps OFF- line. Update as of 5/6/2. You will need to be online when you install and license your software. If you have an annual membership, you’ll be asked to connect to the web to validate your software licenses every 3. However, you’ll be able to use products for 9. I can’t share files to my clients or colleagues unless they’re Creative Cloud members.”With your Creative Cloud membership you get 2. GBs of cloud storage. You can use this storage to sync files between your devices and access them via the Touch Apps like Photoshop Touch and Adobe Ideas. If you place files in your Creative Cloud folder on your hard drive those files will not only be accessible when you’re offline, but you can also log into creative. Once you decide to share a file you can email a link to your colleagues or clients and they will be able to view your file in their web browser even if they’ve never heard of Creative Cloud or the Adobe applications you used to create them. They don’t have to create an account or register for anything. See my video on how to share files with Creative Cloud here.# 4 “If I decide to leave Creative Cloud I won’t be able to access the files I’ve created.”When you create files with the various Creative Apps from Adobe, the files are yours. Adobe doesn’t take any ownership or copyright of those files. If you decide to no longer be a Creative Cloud member then you won’t have access to your Creative Cloud applications anymore, but if you’ve got previous CS App versions, you’ll be able to open your files provided that you’ve saved them down to compatible formats with your older applications or other 3rd party Applications. If you ever decided to re- join Creative Cloud you’ll have access to the latest Creative Apps again and you’ll be able to continue working on YOUR files.# 5 “If I go with Creative Cloud I’m going to always be forced to run the newest versions of the software.”With Adobe Creative Cloud you will always have access to the latest Adobe Creative Applications, but you are not forced to upgrade. You can continue to run which ever versions of the software that you want until YOU are ready to upgrade. This is crucial for workflows that involve working with clients or vendors that may not be on the latest versions of the software. Update as of 5/6/2. Creative Cloud paid members have access to a select set of archived versions of the desktop apps. Starting with CS6, select older versions of the desktop creative apps will be archived and available for download. Archived versions are provided “as is” and are not updated to work with the latest hardware and software platforms. Adobe Premiere Pro Educational Pricing Microsoft DynamicsBonus Myth “If I have a Mac and a PC I’ll have to join Creative Cloud twice!”Actually not only is this not true, but it’s one of the best benefits of Creative Cloud. With Creative Cloud you’re allowed to install the software on up to TWO of your computers. Just like you are able to do with the Creative Suite applications. However, unlike Creative Suite, Creative Cloud allows you to download and install either the Mac or Windows versions for each computer. This is great for people that have say a Windows PC at work, but a Mac at home. Bonus Myth “I don’t like monthly payments and you won’t let me pay for a year all at once!”Yes, you can buy a year of Creative Cloud at once and even lock in your price by doing so right here or here for student/teachers. Bonus Myth “I don’t need all of the tools in Creative Cloud! I only use Photoshop and $5. Photoshop.”You can get the Creative Cloud Photography Plan for just $9. Photoshop CC and Lightroom CC. Or you can pay for a year at a time for $1. Get the Facts! Those were the top 5 myths that I hear all the time, but there are several more misconceptions about Creative Cloud. If you have questions, I encourage you to check out this extensive FAQ. I’d be willing to bet that your question has been answered there. Also check out the Creative Cloud Top 5 Myths IT Edition here. Creative, marketing and document management solutions. 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Mechanics. 8. 5. Technical. Content. 10. Community. Gameplay. 8. 5. Value. Stengths. Vast, diverse worlds to explore. Amazing storylines. Conquests & Strongholds. Weaknesses. Severe server lag. End- game repetition. Knights Of The Old Republic 2 Mods NexusSteam Star Wars Knights Of The Old Republic 2 ModsOfficial site. BioWare and LucasArts bring you the next evolution in MMO Gameplay: Story. Horrible trade interface (GTN) & Gold Spam. Overall Score. Star Wars the Old Republic (SWTOR) launched in December of 2. It is hailed as the most expensive MMO ever developed at an estimated cost ranging from $1. M to $2. 00. M. I wrote a review of the original release around the end of December, 2. February of 2. 01. I encountered there was virtually no viable end- game content. Unfortunately, many others left the game as well, resulting in a large- scale player exodus from the game that lowered the subscription count to roughly 5. To address this problem, Bioware opened the game to a Free to Play (FTP) model in November of 2. It has now been more than three years since its initial release and the game has changed quite a bit; not just with the addition of additional content, but also with numerous changes to classes and new important features which make it a very different game from what I played roughly three years ago. I will cover the game as it stands today, reviewing not only the core game, but the Shadow of Revan expansion as well. I have also included a New and Returning Player Tips section for those who are interested. Quick History. SWTOR has been out a little over three years and has evolved numerous ways with two expansions released roughly every year and a half. Below is a quick recap of the expansions and patches. Version 1. 0 (Initial Release) to Patch 1. Legacy Enhancements, Guild Bank, Custom UI, Group Finder, Ranked Warzones, Cross- faction GTN, Cartel Market, Nightmare Mode, Heroic Space Missions, Reputation System. Patch 2. 0 (Rise of the Hutt Cartel) to Patch 2. Level Cap 5. 5, Planet Makeb, Space Pv. P (Starfighter Battles), Legacy Achievements, Guild Perks, Appearance Designer, Armor Dye, Cathar Species, New Mounts, Treek Companion, Graphics Upgrades, Planet Oricon, Monthly Bounties, Daily/Weekly Ranked Pv. P Missions, Numerous Space Pv. P Ship Additions, Conquest Events, Galactic Strongholds (Player Housing), Guild Flagship, Legacy Bank. Current | Patch 3. Shadow of Revan) to Current: Level Cap 6. Planet Rishi and Yavin 4, Ability Costs Removed, Combat Proficiency System.
For additional detail, Reddit has a great overview of the major changes to the game since launch. The World of SWTORThe game takes place more than 3. The numerous worlds each have a vast feel to them, and traveling between planets as you run through your starship while it’s warping from one system to another creates a unique gaming experience that bridges the large- scale nature of the galaxy with the ground- pounding standard players have embraced with most MMOGs. The full Galactic History of SWTOR is available in full detail here. The Storyline is the game’s strongest point, creating a unique experience for each base class (8 in total). The voice acting is top notch and the story- select options available to a player range from the comical to the disturbing. While younger players can enjoy SWTOR, some of the branches in the storyline (such as killing an entire family) are very adult in nature. The stories are also very different for the classes; while a Sith Inquisitor pursues the Dark Counsel, a Bounty Hunter engages in the Great Hunt. The game also does a fantastic job of making you feel as if you are truly changing the shape of the galaxy. I don’t know of another MMOG that has this level of immersion (in part due to the way it’s presented) with such diverse core stories. Companions play a key role in the game, more so than any other MMOG I’ve seen. Not only can you outfit them with custom gear, they are also the center of all harvesting and crafting. Each companion also has a unique set of abilities; some heal, some engage in ranged DPS, some melee, some tank, etc. At this point, a player can have a maximum of 6 active companions by the time they reach end- game, and while only one can accompany you at a time, you can send the other companions out on missions while you’re playing, or while you are offline. There are two additional companions a character can acquire (outside of the storyline): Treek, the Ewok healer (through legacy or cartel coins), and HK- 5. DPS companion. Once the core of either companion is unlocked, they can be used by any other account character (for an additional unlock price). A guide to obtaining HK- 5. A player can also acquire different skins for their companion. My favorite is the “darth” look for Treek, the Ewok. Another key feature is that of Item Customization, the ability to augment equipment with custom modifications; not at end- game, but from the very beginning. This allows players to keep a specific look and feel to their character and raise the power of their gear by replacing the armor, mod, enhancement and augment (weapons have hilt, barrel, etc) components. If a character wants to change from one equipment set to another, they can pop out the modifiers and put them in another piece. One can also apply augment kits to items for an additional augment slot. While it’s not that important for the first 1. I make sure my character is using all customized equipment no later than level 1. The look and feel of each class progresses nicely as you level up. I like how mounts are fast, providing a 9. They are also accessible at level 1. Mounts are very important due to the size of the world and distance between travel points. As strange as it may sound, something that is important to me is good render distance on NPC nameplates. SWTOR has that; you can see enemies and their description from a very far distances (compared to other MMOGs). Combat is focused on groups of targets (usually 3 or more), making the encounters a little more diverse than the traditional single wandering target. They come in Normal, Difficult, Elite and Boss difficulties, and many have special attacks one must learn to manage. Ao. E damage is a must for most any class as it’s easy to engage in combat with 4- 6 target at a time. Space missions (Pv. E) are fun, but get repetitive very quickly. There are also no dynamic aspects to them (which would be very easy to add) and once you hit max level, there’s no reason to run them because they don’t reward anything useful to a character other than experience and credits. Bioware could do so much with this very cool system, I’m surprised they haven’t added more complex and interactive missions. Creating a system that links space battle (ship enhancements) and character enhancement would be great; finding items your character, companion or ship could use in the debris after completing a mission would change everything. So would being able to find ship or mission- related components as you adventure around on the planets. Sadly, the system is rather limited right now, but for new players, space missions as they stand are a lot of fun the first time through. Quests are very easy to find and follow, especially in groups. I believe SWTOR has the best quest group integration I’ve seen, including participation in conversations via holo- calls. Another key feature which makes all the difference is phasing done right. Transitioning into a story line or group quest area is seamless and nearly instant. Another feature I like is that of the loot glow color. Seeing that blue or purple light shoot into the sky is an enticing reward in and of itself that yells “come get me!”. The only complaint is the delay for the light to appear, often causing caffeine- induced quick game play to momentarily pause while one waits to determine if a body does, in fact, have loot on it. The tab key actually works. It will select the target you want and doesn’t jump around like so many other games. Kudos to Bioware on this one! Adaptive gear is another nice feature. While the stats will not change, the type of armor will. For example, you can put adaptive light armor on yourself, and then throw it on your heavy armor companion, and it will act as heavy armor. The only issue is the core stats will remain the same (i. The Legacy System has numerous unlocks, many of which greatly benefit your characters and leveling experience. While the Legacy System offers numerous upgrades to characters and the entire account, once you hit legacy level 2. Jedi Academy - Knights of the Old Republic 2 Duels mod. Hello Jedi Knight: Jedi Academy Moddb modding community! My name is Jesus F. G., or Jamyz. Genius as some of you know me from the past years around the JKA modding community. I had been mapping and modding Star Wars: Jedi Knight Jedi Academy for a while. Probably since before 2. Today I make this article to share with you something that I wanted to show everybody in the past. But I never had the right moment to show. Now, with the one year anniversary of the mod I did “Star Wars Jedi Knight: Knights of the Old Republic II Duels” I show you what it takes to develop a mod like this one. Before start anything, I apologize for my English. It is not my first language and I may have huge grammar mistakes on the article. If you have any questions or you didn’t understood anything, feel free to contact me at Jamyz. Genius@hotmail. com or comment anywhere on the mod pages. I usually don’t have the time like I used to do in the past, so if I don’t get back to you, or I don’t reply any soon. Please forgive me, but I will do my best to get back to you. I hope you like the content, and it may came in handy for those that are new to the modding community or plan to take into a huge project. As years has been pass, and the people I meet. Most mods and ideas never got developed, or die in the process. I believe that this content will help those people out to see what it takes to develop a single player mod for Star Wars: Jedi Knight Jedi Academy like this one. Contents. I. What is a mod, planning and organization. II. Software/Editors needed. III. Development. IV. Conclusion. Part I. What is a mod, planning and organization. What is a mod? A mod is a modification made to a video- game. Examples can be to modify textures. To add custom content such as levels or player models. To modify audio, effects or any kind of file that has a potential change on the game. Some people go beyond the small barriers and create entire conversions which makes the game look almost totally different. Some of those amazing, famous and successful modding conversions among the community for this game are: Star Wars Movie Battles II and Star Wars Movie Duels. Modding can be fun, and it can be almost applied to any game. Even to those games that don’t have the tools to do so. There are workaround that may be done to modify the game if allowed in a positive way. But fact is, that some games cannot and should be not modified. Fortunately Star Wars Jedi Knight: Jedi Academy is not one of those, and allows their users to mod almost everything on the game. Planning is fundamental when you are starting a project. Even a small modification such as a texture modification or a really huge modification. In planning I follow this steps. I. Brainstorm of ideas. II. Stick with the most important ones. III. Remove the ideas that are unsuccessful or unrealistic. IV. Getting that ideas remaining together. V. Painting a real panorama with realistic expectations. VI. Create a main goal. It may sound easy, but in the process you need to be careful. Especially with the step I to V, because several mod developers fail to deliver due that the expectation are way too high, and sometimes they lack the knowledge or the skill to success on the final product. This is one of the reasons that leads mods to die. In step V, you may consider to find a team. There needs to be a panorama of the assets you may need. Sometimes like in my case, I am lucky enough to discover that many people already contributed the assets I needed, so that saved me a ton of time in the development process. But never forget to credit the authors and sub- authors! If you can, preferable, ask for permission before doing anything. If you cannot contact them for any reason, use a credit section, but be prepared to do your research to get things right. The last thing you want as a mod developer is to get in troubles with an author and probably your mod removed regarding that. Organization is vital in mod development. Even in your life. You as the creator, or leader has the responsibility to maintain a proper organization between your work and your goals. Set deadlines if you can, it’s optional, but it may help you to develop a discipline for your work. It may make you a better person and you may work harder. I would recommend you to set deadlines if you plan to take your modding to a higher level and go to school to learn video- game design or art- design. Or probably build your own professional portfolio to work with someone getting paid. Deadlines are optional for mod developers because mod developers don’t get paid, but it is a good thing to implement to your projects and do if you can. That will make you push harder to get things done. That is the first part of the mod development process that I followed to get my mod done on April 1. I believe that many people may have their ways to do so, but if you never thought about it. I hope that this part has help you to learn and visualize more about the process. Part II. Software/Editors needed and pre- development. For software or editors, I am referring to the tools you need to build the mod. It also may depend what you want to do. When you reach this point, you already had to go through the Part I process, because if you didn’t, you may have troubles in this area. Some people jump straight into this area, and that is a problem, because they start inspired and jump straight into the software and editors, but the inspiration may die without proper planning. This is also another reason for which many mods die. As an example of what I needed to do for the Kot. OR 2 Duels: Level Design/Mapping & Scripting. GTK Radiant: This software is part of the Jedi Academy SDK. Level design, half of the work for scripting scenes. Behav. ED: This software is part of the Jedi Academy SDK. This was used for the other half of the scripted scenes and missions. Footage recording, voice editing and music porting. Sony Vegas and Movie Maker: Used to edit voices properly to fit into the cinematics and get music converted to the proper format to play into Jedi Academy. Fraps: To capture the scenes in Kot. OR II for reference and editing. GIMP: Used as a texture editor when needed, screenshots and levelshots, etc. Photoshop: Same as gimp, but I didn’t used it for modding, because at the time I didn’t had the proper skill to do many things, but I used it to get several levelshots placed correctly. Menus, Ext Data for NPCS and Other tweaks to the gameplay. Script tweaking, text editors, etc. Behav. ED: Used to tweak many npcs. Notepad. Wordpad. Notepad++: Three used in different situations to tweak npcs, included the player. Modify menus. Make the right connections between levels and menus. Fortunately like I said. When I started the mod. There were assets that saved me a huge amount of time. This ones were the ported player models that Mr. Ambrom did. That was a lifesaver in my opinion. There were skins, light- saber hilts, animations and other modifications done by modders from Jedi Academy in the past that made everything fit together. I really want to thank everyone that is on the credit listing, and you as the player and viewer too, for make this possible. I cannot be happier that Kot. OR 2 duels was successfully developed to its core end. Those are things to consider when Step I is already done. Software/editor planning will help you to paint what you want to do, and if it’s possible to do it. If you don’t know how to use a software, you have two options. To work and learn the software to the point in which you can make possible what you want, or to find an individual or a team that wants to help you with the assignment, and probably follow you to the end of the project. The next step is to see what actually needs to be done. I call this process by myself a pre- development phase. This is super important because it allows you to see the areas in which you need to work in. It allows you to see strengths and weaknesses. You may need to do assets from scratch, or port the ones you need if the game allows it. Always remember to give proper credit! The last thing you want to do is to have a problem associated with any kind of copyright violation. So, a breakdown of what I am saying is to see the areas your mod will need work in. As for example in my mod. I needed to plan a pre- development phase looking at what areas I needed to work in general to get things done, and to visualize the development before start. Level Design. [Mapping – Around 2. |
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