z3filus Posted March 24, 2015 Posted March 24, 2015 The level of detail... now, what's next? a swoop? an x-wing?? AshuraDX likes this
Ramikad Posted March 24, 2015 Posted March 24, 2015 The level of detail... now, what's next? a swoop? an x-wing?? Huh... I'd like WeeGee
AshuraDX Posted March 24, 2015 Posted March 24, 2015 finally ! Great Job @@minilogoguy18 The level of detail... now, what's next? a swoop? an x-wing??hm.... I need to stop getting new Ideas - still have to do R2 Circa and Bek like this
minilogoguy18 Posted March 24, 2015 Author Posted March 24, 2015 The level of detail... now, what's next? a swoop? an x-wing?? Pretty sure any base model that is seen in DF2 wont be used, we're making our own stuff, like the TIE bomber for instance... I get the ran out of transform space error when using this on Artus Topside, only happens when I try to shoot it for some reason, otherwise it works, walks around and tries to kill you. I need to install OpenJK for JK2 to get rid of this error. As of now though it overwrites the base AT-ST, using the original NPC and VEH files, everything else is custom. I even exported a map object of it that overwrites the base one so in the hangar for Artus Topside the new AT-ST is in there perfectly lined up in all of the bays without needing of altering the map. @@Xycaleth, I see downloads for OpenJK for JA but what about JK2? I really wanna play through the Artus Topside level and make sure this thing works fine since in DF2 it's used a few times as an NPC.
Xycaleth Posted March 24, 2015 Posted March 24, 2015 @@Xycaleth, I see downloads for OpenJK for JA but what about JK2? I really wanna play through the Artus Topside level and make sure this thing works fine since in DF2 it's used a few times as an NPC.They're not built by our build servers because we don't think it's stable enough for people to play about with it yet. We might aim for JK2 to be in the second release, so you'll start seeing the JK2 builds soon-ish. Circa, minilogoguy18 and Tempust85 like this
Bek Posted March 24, 2015 Posted March 24, 2015 Using this model in Jka would not give the model the justice it deserves.
minilogoguy18 Posted March 24, 2015 Author Posted March 24, 2015 Well it's fully rend2 functional as far as shaders and displacement maps... Bek likes this
Xycaleth Posted March 24, 2015 Posted March 24, 2015 Just need a functional rend2 now minilogoguy18, z3filus, Tempust85 and 3 others like this
minilogoguy18 Posted March 26, 2015 Author Posted March 26, 2015 Well a mini update, made all the leg-up animations, going to just do a simple one for pain by extracting the beginning of the death animation. Kinda procrastinating on the turning animations but I know once I set the first keyframe I'll turn them out really fast. I think I may end up doing LOD's, maybe not all 4 but at least 1 or 2. Made a shader file, simple spec one, I think @@AshuraDX made one for Rend2 for the normal maps, I should send the pk3 his way if so. Gonna take it easy, hyper extended my elbow a couple of weeks ago and rapid mouse clicking, keyboard action doesn't seem to be helping the muscles in my forearm.
z3filus Posted March 26, 2015 Posted March 26, 2015 Just need a functional rend2 now ^ lol yeah, shouldn't be so dependent on a project that is still far from finished.
minilogoguy18 Posted March 30, 2015 Author Posted March 30, 2015 Not dependent on it, it just has all the maps and shaders already made for it to take advantage of the new renderer is all.
minilogoguy18 Posted April 19, 2015 Author Posted April 19, 2015 Messed around with this today since while it's in game it's far from done but I made the first LOD, not sure how many we really need though. It's around 1/2 the polygons, did it manually so it would have cleaner results.
Ramikad Posted April 19, 2015 Posted April 19, 2015 Could use a LOD, since the garrison around the Palace is pretty vast.
minilogoguy18 Posted April 19, 2015 Author Posted April 19, 2015 Well the LOD actually fixed the "ran out of transform space" problem in the base game (problem doesn't exist in OpenJK) which is actually good because after the mod is released I could release it separate for JO and JA as a direct base replacement. Just played through base JO artus topside with no issues, works beautifully. I also fixed the origin and adjusted to -24 Z axis per @@DT85's recommendation. Also added in the leg up sequences, just need turning and pain then this will be 100% complete unless I feel like making another LOD which is possible. Psyk0Sith and Tempust85 like this
Archangel35757 Posted April 19, 2015 Posted April 19, 2015 @@minilogoguy18 -- I wish you would add an option to have an animated cupola hatch-- with an NPC commander standing up in it as one animation... like this:
minilogoguy18 Posted April 19, 2015 Author Posted April 19, 2015 What for? I got too much to do on this mod to spend a ton of time on such a small thing. Like before, considering something like this would be getting too far ahead of ourselves. Jeff likes this
minilogoguy18 Posted April 20, 2015 Author Posted April 20, 2015 The thing is, it would require coding, which I don't know how to do, nor do I have the time to learn considering I work 40-50 hours a week MINIMUM and I try to do as much as I can as far as what I'm best at for the DF2 mod. It just isn't necessary. While maybe you could do it without coding and making the NPC part of the AT-ST MD5 files the NPC wouldn't be able to do anything and it would easily crash the game as the poly count would double. If he wants to code it in then he can go right ahead but I'm not bothering with it. Bek and Psyk0Sith like this
Archangel35757 Posted April 20, 2015 Posted April 20, 2015 @@minilogoguy18 -- it's alright... it can always be added later after you release the model. Edit: It probably would work better with a true full-scale version (relative to player) anyway...
minilogoguy18 Posted April 21, 2015 Author Posted April 21, 2015 @@DT85 It is, Archangel is just being a little picky. The base AT-ST was a bit too small in scale according to how tall they are in RotJ. The one I made matches the scale of the base model so that it could be used in JO and JA SP campaigns without breaking the game.
Archangel35757 Posted April 21, 2015 Posted April 21, 2015 @@minilogoguy18 -- do you happen to know what the scale factor would need to be to make it "full-scale" relative to player size?
AshuraDX Posted April 21, 2015 Posted April 21, 2015 @@minilogoguy18 -- do you happen to know what the scale factor would need to be to make it "full-scale" relative to player size?going by that Kyle is 1.80 m tall, and the AT-ST is about 4x as tall as kyle in Modivew which would end up at 7.2 mand the AT-ST should be at 8.6m according to wookiepedia the scale factor should be ~1.2 Archangel35757 likes this
z3filus Posted April 21, 2015 Posted April 21, 2015 Im satisfied to even have a HQ model vehicles in this game, go ahead and make us a swoop, or an x-wing, millennium fucking Falcon !it sure would be cool th have a First Person view from inside an AT-ST , for example, in siege matches, but I fear it will be like in JC2 Multiplayer;first person view can rotate 360 as if you dont have a neck at all.....
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