minilogoguy18 Posted April 22, 2015 Author Posted April 22, 2015 I haven't worked on the vehicle side of things, seems like that part needs work to function right, at least in JA. The coding in JOSP was different on how the AT-ST was used as a vehicle. That code needs to be ported to JOMP as well as both JA engines. Right now I'm just focusing on how it works as a NPC which right now is pretty much perfect, at some point all record me playing through Artus Topside so you can see it in action.
minilogoguy18 Posted April 25, 2015 Author Posted April 25, 2015 Was bored today since I haven't heard anything from Ashura about 8t88's texture so I added another LOD, there are now 3 levels and that includes the high resolution model. Did them all manually rather than using a poly reduction tool since those things really mess up topology. Archangel35757 and Kessno like this
Kessno Posted April 25, 2015 Posted April 25, 2015 ...I added another LOD, there are now 3 levels and that includes the high resolution model. Did them all manually rather than using a poly reduction tool since those things really mess up topology. Probably a bit too soon, but do you have any comparison photos of the high resolution model on Artus Topside vs the low-quality vanilla AT-ST?
minilogoguy18 Posted April 26, 2015 Author Posted April 26, 2015 The model has been in game for a long time, I just never took any pics of it in game but that's actually the level I've been testing it out in.
minilogoguy18 Posted April 26, 2015 Author Posted April 26, 2015 @@Kessno, how's this for now? I'll record a video sometime soon in game. Kessno, Bek and GPChannel like this
Kessno Posted April 26, 2015 Posted April 26, 2015 @@Kessno, how's this for now? I'll record a video sometime soon in game. Thanks @@minilogoguy18, that really looks fantastic! It's amazing how low-poly the vanilla model actually is, especially around the head/joint areas. Will look forward to the video footage of it in action. Once you complete/release this I'll have to do another play-through of Jedi Outcast using this model. Great work so far.
Barricade24 Posted January 24, 2016 Posted January 24, 2016 Are we ever going see this thing in game? Jolly and Bek like this
minilogoguy18 Posted January 25, 2016 Author Posted January 25, 2016 It is in game, been in game for a long time actually. Needs turning animations, even though they only work in openjk and it'll actually be done. Was considering releasing this outside of the mod since no one is really working on it anymore. If there were more people using Softimage I'd even release the scene file as a learning tool and example but I don't think anyone would use it.
CommanderXeph Posted January 25, 2016 Posted January 25, 2016 It is in game, been in game for a long time actually. Needs turning animations, even though they only work in openjk and it'll actually be done. Was considering releasing this outside of the mod since no one is really working on it anymore. If there were more people using Softimage I'd even release the scene file as a learning tool and example but I don't think anyone would use it. do it
Barricade24 Posted January 25, 2016 Posted January 25, 2016 do itI second this. It would be shame for so much work to go unreleased.
CommanderXeph Posted January 25, 2016 Posted January 25, 2016 Wait the mod is dead? then JUST DO ITDon't let this work be dreams.
minilogoguy18 Posted January 25, 2016 Author Posted January 25, 2016 It might also at least need some MP testing just to make sure everything works as a vehicle but in the campaign for JO and JA it works as a NPC. Map objects are also included, has sharers and LOD's. Most testing was done on the Artus Topside mission in JO, made sure it worked ok in JA by playing Hoth1. Might have to give me some time since I'm super busy these days and my computer stays in sleep mode 95% of the time.
Barricade24 Posted January 25, 2016 Posted January 25, 2016 It might also at least need some MP testing just to make sure everything works as a vehicle but in the campaign for JO and JA it works as a NPC. Map objects are also included, has sharers and LOD's. Most testing was done on the Artus Topside mission in JO, made sure it worked ok in JA by playing Hoth1. Might have to give me some time since I'm super busy these days and my computer stays in sleep mode 95% of the time.As long as it guess out. That's all right with me.
minilogoguy18 Posted January 27, 2016 Author Posted January 27, 2016 ^Unlikely, I've got a lot going on. Bek likes this
Archangel35757 Posted January 28, 2016 Posted January 28, 2016 ^Unlikely, I've got a lot going on.Well then release it as soon as you find the time. Barricade24 likes this
minilogoguy18 Posted March 26, 2016 Author Posted March 26, 2016 Any news/progress? Actually yes, I made both turning animations, just need to make a pain animation or 2 which should be quick then it's done. Made the 2 turning animations over the past few days and have them stored as action sources in the animation mixer along with all the other sequences. Made it this way so that the Mixer can be opened and you'll see all the sequences named as they will be in the animation.cfg file. I was gonna just surprise release this probably tomorrow but since you asked I figured I'd let you know. @@AshuraDX, since we're on opposite sides of the planet making catching you on steam chat difficult could I maybe send you the finished pk3 and you could maybe make it rend2 ready? I thought I had all the files needed but I guess I don't, I also don't have a way to test since I don't have OpenJK or Rend2. Barricade24 likes this
GLTh3Pr0 Posted March 26, 2016 Posted March 26, 2016 Actually yes, I made both turning animations, just need to make a pain animation or 2 which should be quick then it's done. Made the 2 turning animations over the past few days and have them stored as action sources in the animation mixer along with all the other sequences. Made it this way so that the Mixer can be opened and you'll see all the sequences named as they will be in the animation.cfg file. I was gonna just surprise release this probably tomorrow but since you asked I figured I'd let you know. @@AshuraDX, since we're on opposite sides of the planet making catching you on steam chat difficult could I maybe send you the finished pk3 and you could maybe make it rend2 ready? I thought I had all the files needed but I guess I don't, I also don't have a way to test since I don't have OpenJK or Rend2.Damn I ruined the surprise D:Anyway, I can't wait to get my hands on that model! Bek likes this
minilogoguy18 Posted March 26, 2016 Author Posted March 26, 2016 Well it originally wasn't going to be released outside of the mod but since it would be a great replacement over the base model I figured why not. My main testing has been done in JK2 SP though as a fightable NPC which it works flawlessly, I should probably test it in JAMP as a vehicle.
AshuraDX Posted March 26, 2016 Posted March 26, 2016 @@minilogoguy18 I currently don't have rend2 setup, but I could prepare some rend2 materials, just pm me a link to the model
eezstreet Posted March 27, 2016 Posted March 27, 2016 What about the misc_atst_drivable?That's the JK2 one. The drivable AT-STs in JK2 use the same model as the enemies, but in JKA they used a different skeleton altogether.
minilogoguy18 Posted March 27, 2016 Author Posted March 27, 2016 @@eezstreet Are you sure? Looking in the JK2 assets I only see 1 .glm and .gla for the AT-ST, I've been testing it in the JK2 SP game but haven't gotten to the Yavin Swamp levels yet to try out the SP vehicle. As far as NPC in SP goes it works fine in both games. Haven't had much testing as a vehicle though, just uses the base games .veh files.
eezstreet Posted March 27, 2016 Posted March 27, 2016 err, I'm confused, your evidence seems to corroborate what I'm saying.
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