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AngelModder

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Posts posted by AngelModder

  1. Dwight-Schrute-False1.jpg

     

    sc4pubssvaderraphael002copy.jpg

     

     

    darth%20vader%20soul%20calibur.jpg

     

    WTF is this? That is the most hidious Darth Vader I've ever seen, Infact if I see my skin redone in this manor I will personally beat who ever does it up XD LOL! And wtf is soul caliber any ways? 

     

    EDIT : : Btw those parts are not white, there just OVERLY saturated trying to pool of the specular feel his jumpsuite and gloves have. The whole thing from top to bottom is WAY to light! 

     

    its not hard to edit Toshi's skin to have a back to the chest plate, just look at the textures... Where the chest plate is, also has an area where the back of it goes. he left it blank as in his version you couldnt take off the cape like mine does, so there was no need for a detailed texture.

    Omicron likes this
  2.  

    me35nnnv91iwgh7fg.jpg



    Well after about 12 hours of work, I finally finished the HD Body texture. This is twice the resolution of the original toshi created,. at 2048  it makes a huge difference esspecially in game. This was a from scratch peace. Whilst is hsares some elements from the previous versions IE the chest plate and groind, those were already double the original res from when I created them. So on this they were normal sized XD! I think Ive finall captured the feel on the jumpsute I was looking for. NOW to edit it to hell and turn it into the other versions. 

    I went back through all the torso files that Omicron was cool enough to type up. I put them in a bit more organized of a manner, which makes looking for what you want easier! Everything's grouped together.

     

    Their was a lot of small canon corrections, a good but small example of this would be that the chest box now has the straps it hung from, the chest also has highlighting where musvles of whats left of his body appear. The original actor playing the role of Vader was a body builder of his time. I wanted to reflect this, as it also reminds you Vader is still human despite everything. Canonly its a rather true tribute to Darth Vader, Hauling around heavy cybernetic limbs would keep any one fit while your hunting Jedi. The muscle definition is again apparent in the legs and arms especially as you walk around. 

    Many will probably rebuttal and say that the jumpsuit was rather baggy, we are not going by the pics seen in the joke that is Episode III. Theirs so many things wrong with that Vader, it makes me sick. I tried to stick true to two sources. TFU2 Pics I found and Episode 5, as both of these are highly accurate and are in many folks eyes the perfect combination for Vader. The only thing that is a reminder of the begging is the Episode 4 gloves he adorns in this skin. A tribute I felt to "A New Hope" and the begging of many nerd fantasies... XD  

    On a note of Ep 3, I love how you can just look at the Jumpsuit and tell its pleather, not even real leather... 

     

    AngelModder 

    Omicron likes this
  3. Beautiful, my good man. Just beautiful!

     

     

    Angel, can I use this to make a blue-skin Soul Calibur IV Vader? I could do that and just let you put it in your Vader pack if you want. If not, I understand.

    What does it look like?

     

    I will be using Gir's Darth Revan btw. and yes your ported Revan is still very much in circulation. As are all the other KOTOR and KOTOR II models.

  4. Can't wait!

    Well it wont be too much longer! :D

     

    Omicon and myself have been working hard to finish this up. Hes been taking care of all the technical stuff for the species and special tricks like the light saber. We added a hilt from Revans light saber pack off Jk2files  http://jediknight3.filefront.com/file/Revan_Dark_Star_Wars_Hilts;46744 they are a very beautiful collection of hilts! this by far had the most accurate and detailed Vader hilt we could find. The hilt we have included will overwrite Single_3 which is a hideous default hilt any ways so who cares. When you use it it has some pretty cool touches. 

    1 - We created a new sound set for it, including ignition/turn off and hum with a much more clearer Darth vVader breathing mixed in. The original idea of this from Jk2files had very quiet sounds as well the ignition and turn off sounds for Darth Vader's lightsaber were inaccurate.

    2 - New blocking sounds ( we really like the idea of Vader having his own unique touches in a duel, this really adds to the feel of it) the sounds are replica's of the episode 5 duel Vs Luke Skywalker.

    3 - Custom stationary stance. When Vader fights you he doesn't betray what style he will use nor really make any sort of movement generally, he just turns it on... We've replicated this. Now when you turn on the light saber blade or even when using different styles it is the normal standing there animation. Very classical feel to it. Plus when fighting Vader it now adds that touch of mystery as to wth is this guy got in store for me XD!

     

    Any ways here is the pictures! 

    Force Ghost Darth Vader (Please dont ask me to make this white...I will slap you, that is just retarded!)

     

    shot2013-12-16_02-21-32.jpg

     

     

     

    shot2013-12-16_02-21-03.jpg

     

     

    This is one of the variants of the species pack, it has normal TFU and then a EP3 variant of TFU effect. Meaning it has a more raw burnt up skin tone, this is still a WIP as is the TFU vader in general. P.S. This pictures did no have the TFU mask on.

    This last picture was really just to give an example of how the new hilt makes you look when its turned on.

     

    ::EDIT::

     

    Today's changes 
     
    1 - Fix and finished red and blue teams, they now work in game and show up in the character selection properly depending on the team. 
     
    2 - Finished all shader work concerning the new versions.
     
    3 - The red and blue team have team colored capes and skirts. (Dark red and blue, not bright blue and bright red as seen on previous skins LOL.) 
     
    4 - There belt and chest boxes have no animation but instead have a red or blue glow for the lights/buttons to match the team. 
     
    5 - The chest plates silver lines have been replaced with dark red and dark blue.
     
    6 - The shape of the shin guards on all variations has been fixed, theirs no more gap between the shin and the knee part of the model, a mistake I made following toshi's example.
     
    7 - The shin guards also have been altered to match there teams.
     
    8 - Fixed all the default and team skins to run the same new caps as. Updated the shaders for these new caps.
     
    9 - Species heads now have caps.
     
    10 - Species torso's now have caps.
     
    11 - Species lower's now have caps.
     
    12 - Made final touches to ROTS Face texture. 
     
    13 - Made a variant of ROTS Face with none sith eyes for replicating him as he got the mask placed on.
     
    14 - fixed and finished both the EP3 tfu concept body variant and TFU Variant its self. Fixed allot of inconsistencies in armor etc.
     
    15 - Added a new face (this was acctually the original cut of the Ep 6 face.) To give a bit more variety in the species selection. This will be part of the species not a default model. I figured I'd throw this in as it was incredibly detailed, as it was based on the gentle giant bust it does have some canon nature. Despite what is seen in episode 6. This was the face for episode 6 originally posted on here before the recommended changes were put into effect. Again just for variety!
    Omicron likes this
  5. Yea dont worry guys this is still going, weve added species suppouyrt, so far theirs 360 different combos. Plus weve alters the default overwrite saber to overwrite the training blade so u wont have to sacrifice you single_1-9  or w/e. Also weve given it NEW sounds, for many different animations, and given it its own stance... It now (much like vader does) when you have your saber on its your normal standing animation with the blade on. animation "Both_1".

    Ill have some pics later today of some default variations, Thanks yo omicron the skin now has a species set up, ravz helped me get the string file working so his name displays properly.

    An upcoming variant is Force Ghost Darth Vader. 

    AngelModder

    Onysfx, Circa, Lamented and 1 other like this
  6. Yes, but your Vader skin/model would have to be on the server as well for anyone else to see it. Same goes for any mod.

    Yes exactly, this  why I want to do it via the animsound.cfg. that way nothing needs to be on the server, as with any skin if they have, they will see /hear it. 

     

    The hilt idea is not bad but like I said most servers have only the 9 single hilts unlocked, some times theyve even locked kyles.Granted I could make it over write the stinger, which still shows up and most servers allow. I believe its name is saber Single_trainer? The reason I would want to overwrite THAT one, is that it is RARELY used by any one, so I wouldnt see a bunch of kyles running around with vaders saber and breathing like him... The only down side to overwriting the trainer is the range of the blade, while visually I can correct this, the acctual tip is still decided server side, so people will be miss aiming with it..

     

    I had already planned on releasing Broken Hopes Darth Vader Default Overwrite Lightsaber, It overwrites the adept. maybe Ill just change the sounds on it as well for the pack... but its still not exactly what Ive wanted. 

  7. I feel your pain, I've mapped some portions of my Aurelia map on an old Pentium 4 with Windows XP, so more then 3 GB wasn't used either. Perhaps I can help you out with the compiling, since I have an I7 CPU with more then enough RAM installed . . .

    That would be awesome! but I will probably worry about titanic after the first of the years + I have to move in February. So atm I am trying to finish arrevanous and my skins. :D!

  8. What for rig do you have then ??

    I use a acer 5742 laptop with 4 gigs ram crap graphics and i3 processor. Myd esktop is a old pentium 4 so its not much better since it only has 3 gigs ram... Only plus side to it is it wont overheat like the laptop will XD! But it downright wont compile anything! XD LOL

  9. The problem with the hilt idea is that it would need to be on the server. Alternatively I use Broken Hopes Vader Default overwrite for visual effect. Question is can I apply a new sounds set to it so even though its a default overwrite you would hear his breathing, the down side to this though is that any one using that hilt would also have his sound which to hear kyle breathing like an asthmatic amputee would be weird! Now an idea mkight be to make it replace say the trainer or kyle's but a LOT of people use that hilt...

     

    Honestly the animation cfg is the best option according to sources. it can be done but theres little reference to how...

  10. Here it is the A new hope Vader -  Ive also went through all variations and added the same wool like feel to the robe bits like the cape and skirt have. Also the ANH version has its own movie accurate chest box/lighting theme/and belt lights. In Mod view its all grey as the actual effect is done through the glow maps of course..
    I have also finished to new chest plate as seen in this picture. 

     

    ANHVader.jpg

    Circa, Onysfx, Futuza and 2 others like this
  11. Ok I'm getting into the final touches on this model, but I've ran into a small hiccup. What I would like to do is make it so when ever your walking and or running etc you can hear darth vader breathing. If it is possible maybe even when your just standing there. I saw in the original animsound.cfg it had a specified (costum sound for when Vaders hands are cut off. So theoretically this same idea can be applied to the other animations stated in the animsound.cfg and perhaps added onto for other events such as standing etc. Ok below in the spoiler I have included everything in the animsound.cfg for vader including my failed alteration. 

    the path to the sound is sound/chars/vader/misc/jump1.wav <--- the breathing sound. However I am a little confused by this file... 
    I tried to mimic what I saw for the hand cut offs but obviously I dont know what I am doing here.

     

    // Place UPPERSOUNDS or LOWERSOUNDS on a block of sounds
    // To deviate from this will court disaster the likes of which have never before been 
    // seen 
    //
    // RECORD STRUCTURE :
    // Animation enum/name
    // Frame into sequence where sound should start
    // sound file
    // starting number (if there are variations of the name: laser1laser2laser3)
    // ending number
    // probability sound will play
    //
     
     
    UPPERSOUNDS 
    {
    BOTH_GESTURE1 30 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 41 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 47 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 52 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 56 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 59 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 62 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 65 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 68 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 72 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_RIGHTHANDCHOPPEDOFF 25 sound/chars/vader/misc/death%d.wav 1 3 30
    BOTH_RIGHTHANDCHOPPEDOFF 64 sound/chars/vader/misc/death%d.wav 1 3 0
    BOTH_RIGHTHANDCHOPPEDOFF 88 sound/chars/vader/misc/death%d.wav 1 3 30
    BOTH_RIGHTHANDCHOPPEDOFF 100 sound/chars/vader/misc/death%d.wav 1 3 30
    BOTH_RIGHTHANDCHOPPEDOFF 110 sound/player/roll1.wav 0 0 0
    BOTH_ATTACK_BACK 3 sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_ATTACK_BACK 14 sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_CROUCHATTACKBACK1 8 sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_CROUCHATTACKBACK1 22 sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_FORCELEAP2_T__B_ 22 sound/weapons/saber/saberhup%d.wav 7 9 0
    BOTH_A2_STABBACK1 12 sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_A2_STABBACK1 31 sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_BUTTERFLY_LEFT 9  sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_BUTTERFLY_LEFT 16  sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_BUTTERFLY_LEFT 22  sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_BUTTERFLY_LEFT 29  sound/weapons/saber/saberhup%d.wav 7 9 0
    BOTH_BUTTERFLY_RIGHT 9  sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_BUTTERFLY_RIGHT 16  sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_BUTTERFLY_RIGHT 22  sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_BUTTERFLY_RIGHT 29  sound/weapons/saber/saberhup%d.wav 7 9 0
    BOTH_FJSS_TL_BR 16 sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_FJSS_TL_BR 27 sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_FJSS_TL_BR 54 sound/weapons/saber/saberhup%d.wav 7 9 0
    BOTH_FJSS_TR_BL 16 sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_FJSS_TR_BL 27 sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_FJSS_TR_BL 54 sound/weapons/saber/saberhup%d.wav 7 9 0
    }
     
    LOWERSOUNDS 
    {
    //walk1
    BOTH_WALK1 6 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALK1 20 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //walk1
    BOTH_WALK2 5 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALK2 18 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //fastwalk (run)
    BOTH_RUN1 8 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_RUN1 20 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //fastwalk (run)
    BOTH_RUN2 8 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_RUN2 20 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_RUNBACK1 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_RUNBACK1 8 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_WALKBACK1 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALKBACK1 10 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_RUNBACK2 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_RUNBACK2 8 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_WALKBACK2 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALKBACK2 10 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_WALL_RUN_LEFT 5 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_RUN_LEFT 9 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_RUN_LEFT 13 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_RUN_LEFT 17 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_WALL_RUN_RIGHT 5 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_RUN_RIGHT 9 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_RUN_RIGHT 13 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_RUN_RIGHT 17 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_WALL_FLIP_BACK1 1 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_FLIP_BACK1 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_FLIP_BACK1 7 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_DEATH1 13 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH2 13 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH3 15 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH4 19 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH5 19 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH6 14 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH7 13 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH8 17 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH9 21 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH9 40 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH10 26 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH10 52 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH11 19 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH11 40 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH12 14 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH13 33 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH14 24 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH15 15 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH15 43 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH16 25 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH17 56 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH18 68 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH19 68 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH20 33 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH21 34 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH22 6 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH23 6 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH24 15 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH25 15 sound/player/bodyfall_human%d.wav 1 3 0
    }
     

     

     

     

    Thank you for your time and help!

     

    AngelModder

     

  12. The lighting and geometry I see in that interior shot could use a lot more polish. It looks like a good block in though.

     

    Do you have any further shots of the interior? Are you mostly done? Will you include some more detailed shots of the decking as well please?

     

    Ill admit some thing here, the mapping is actually all running on _CS 0  on the actual ship... Here is why and please don't judge me for this. My computer cant handle lighting this and it was the only way to get it in game using my computer. In fact when I tried I burnt out half a gig of ram. Truth be told my computer just could not handle trying to light this the way I wanted. So Ive made do. I will post more interior shots soon. That pic of the stair case was indeed quiet old. But As this is sort of a big deal, and in many ways close to my heart and my families history, the big reveal is sort of a precious and anticipated moment for me. 

     

    believe me if I had a top line pc it could do a full normal lightmap but sadly my pc can not do it.

  13. Ok so here it the force unleashed version SO FAR, this is only a couple of hours so hopefully Ill have this version done by morning. Although I am not on to rush detail.

    Ok so to express some concerns I saw in previous posts. Firstly the TFU face has been updated, making the gashes more gashy less scars as some research thanks to a friend revealed that on the canon depiction of the gentle giant bust they are still open on his head and cheek just less raw looking and a bit healed. I will create 2 variants of this, one with his normal eyes, and one as you see it here with the sith eyes going on. This is for RP and choice effect. I am really trying to give the players lots of options. 
    To address the concerns on the episode 6 face, I have gone with what george lucas has deemed canon not what is seen in the movies. The actor who played vader in episode 6 for the death seen was not a chunky fella, but the breather and mask were acctually to small for him, which is why he looks so tubby. I have instead choosen to go with the life size lucas arts bust of what he looks like. The issue with the eyes... On this note I decided to stick with what has been deemed canon, watered down blue/grey... as his retinas etc had been severally damaged from being burned, they too like most of him had never fully recovered. (how the decided to this changed there color I dnk) but I am not going to argue it, ill stick with the fan boy choice and they will remain as they are, not bright blue. The only reason he is described as having bright blue eyes is due to Hayden, if u ever look at some one who is older and has blue eyes, they like the pics I showed, look watered down and have a touch of grey... Your eye color does change as you age. I will again as I said go witht eh fanboy choice on this and stick to canon, not whats thought to be canon due to Hayden.

     

    Another issue I would like to address is there are limitations to what I can do with this model... The actual robe part is modeled out so in game at certain angles you will see a pop up effect, however this was almost unnoticed by everyone until I pointed it out, and even then it didn't seem to bother any one much. For the cybernetics, I am doing the best I can. Theirs limited resources on what or how these things were exactly made, I have a few shots from TFU and a diagram and some Ep 3 being built shots... I will do the best I can on the arm. I plan to try and make it alpha channel so you can see through parts. I did not do this with the leg however, as the actual parts that would be see through are hardly visible once your in game. Not a laziness thing but more of practicality and due to the design of his legs it looked weird. The arms however are more form fitting so I should be able to pull off some thing cool! 

    On the note of his boot, I had to leave it partially intact on the left leg, this is because the knee peace if turned off or alpha allows you to see into the model. A choice I may go with is to make that knee bit look like part of the cybernetics and allow me to damage the actual boot further.I also will be doing a bit more work on the actual point where the cybernetic attaches.

    Please if you post some thing make sure you have canon lucas art approved resources as reference as that is what I am going with. Not being rude, but fan art etc and toys generally are off on many details. 

     

    Any ways enough rambling heres the darn picture! XD

    theforceunleahedALPHA.jpg

     

     

     

    A TFU head texture was already done, I can fetch it for you as a reference.

     

    As for the EP6 head, make him look a bit more lumpy, lot more desaturated, black-eyed, wrinkly, tear into his head a bit more (I know--gruesome. Star Wars, right?), make his scars look a bit more deranged, and uh.

     

    Oh yeah. Makes his eyes more blue rather than dark side-ish looking, and give them a feel of undisguised weariness and regret. As for different chronologies when he has a different mood, then he might look a bit more like Malak...

     

    Sorry if this seems like a little much for you, I'm just trying to suggest, that's all. I'll get you a picture of the TFU version of Vader movie duels 2 made.

     

    Ah, and on a last note, he looks a bit more like a booger in Episode V--that's judging by the ugly scene we see of him in his Meditation Chambers.

     

     

    I have also seen this movie battles 2 one, it was horrible. XD.... I dnk where they got there sources but THAT was far from accurate. And they also did nothing to fix any of the rest of the skin, they just tore into toshis textures and never gave any thought to realism or canon. While this model limits us from going all out it can still give a basic idea. 

    Also before any one points this out yes I will do the cap and everything else for this version... XD This is just a couple hours of work...

     

    I remember back in the day when I first joined movie battles dev team, they took pride and made all there stuff from scratch, seems there quality has definitely taken a hit.

     

    I am also currently making another change to the facial texture, I noticed these eyes look too sinister  *the accrual shadowing etc." I will post up a pic of the new face in a bit. This shot was really just to show how the body is coming along.

  14. I will see if I can make him look a bit more plump for the Ep 6 variety, as for the force unleashed while he did look to a point pathetic, I sort of made my own idea of what it SHOULD have been since finding good pictures of what he looked like in The Force Unleashed in HD are hard to come by. All I kept finding was a tiny toy model XD and a few concept art shots, Theirs hardly any in game shots for the search term :"Darth Vader Battle damaged" 

    Tonight I am working on the body for the force unleashed version. Please do keep in mind there are restrictions on this model due to how it was made. (Though expertly made) it does have limitations to what can be done. I did manage to pull off a good cybernetic right leg last night. So tonight I will work on the right arm.

    Lamented likes this
  15. Pretty much as soon as the full JKA source code was made available, a few of us started working on a more polished version of the jasp/jamp files. This also led to us starting a port of the rend2 renderer used in ioq3 - in short it's a drop-in replacement for the standard JKA renderer which provides a few techniques you'd expect of a modern graphics engine like normal maps, HDR lighting, depth of field etc. We have a WIP thread over in the OpenJK forum: http://jkhub.org/topic/2804-rd-rend2/?p=40366

    I think this is VERY awesome, id love to apply this to my map! 

  16. Do the caps have bits of metal and wires in them? Only seems logical, seeing as all his limbs were basically cut off, and he had to have the suit basically built on/into him.

    But that would mean you would need the hilt to hear the breathing, so doing it via animsounds.cfg would be quite a good idea, as that way you can use any hilt, and he could still 'breath'.

    Yea + Unless the saber hilt is on the server it is a pointless gesture to use or include it with this. The animation .cfg will allow me to control this. I can just mix the footstep sound in lightly with him breathing. And that's if its even noticeable that theirs no foot step sound over his breathing any ways.

     

    And Yes the caps fo have bits of war in them, but only for the knee's elbows and wrists, as these are the only relative areas that would have been mechanical. the other body parts use the basic default cap since they were still flesh.

    Omicron likes this
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