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Everything posted by ZanderNao
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That's my hope, but the question is if it will work with the custom skeleton and animations tied to a vehicle so he doesn't have to re-do anything. I hate knowing so little about the topic... Do vehicles as a whole work on a similar principle? The star viper fighters for instance have custom animations. It's such a fuzzy area though, the droid vehicles I use rely on the droid animations present in the base game.
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Well, my need for T3 still exists. I realize how complete my failure was in the first place in not specifying that it was for MP, though 'nipping it in the bud' wouldn't have been any help either. I truly respect what you've done so far. It's revolutionary and amazing and I know it will be magnificent when complete. Hopefully my next questions won't be too confusing though... MP supports alternate player skeletons as NPC's, yes? @minilogoguy18 , does MP only support the base asset skeletons? We bypassed not being able to 'play as' unconventional character types by turning them into vehicles so far.
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Ah, I see... If there's no MP support at all, I won't be able to use it... so I guess I'll have to start my search over again. We rely on MP to film with as (hopefully) demonstrated below.
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And here we enter very difficult territory. I have so many different opinions about this... I support Chalk's desire to get custom skeletons into MP. I don't know if it is possible or not, or if OpenJK opens doors that have been closed until recent years. Allowing alternative skeletons would open a wide variety of mods and allow more seamless interconnectivity between some of the mind blowing single player adventures that are out there and online efforts like movie duels.This is an ambitious, amazing prospect that could help the community as a whole. An R2 replacement would be interesting, especially for mods that are doing Kotor era. It could inspire replacements of protocol droids and various other entities and some really fun stuff. The request I made was based off of my own experience using droids in filming. There are C3PO skins and various droid skins out there, of course, but they move... like humans. The head tilt, the way they hold their arms, it's all just a bit organic. The only way to avoid that was to use vehicles. Droid vehicles utilized the NPC animations for movement and maintained the authentic feel. I used the R2 vehicle, 3PO vehicle, gonk and a few others. Eventually I needed more so I made more including the most delightful accident of wrapping an R5 unit around an R2 skeleton, creating the character R5-SM (for smashy head) But that is where my ability ends... Just moving assets around and playing with some of the most basic spawn coding in the game. So I suppose my question boils down to the animations. I'd love if we can get a player model out of this, the animations are perfect for a droid. The custom skeleton escapes the organic look/feel problem. If we can't, though, are the animations being bound to the classic droid skeleton? Would it be a separate spawn entity, or would it affect all droids?
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We have a fantastic array of chroma key maps (white,black,green,red,cyan,yellow) that are huge. I've tried blending some JA models into backgrounds from force unleashed, but it isn't up to my standards. Plus the problem is having the source in the first place. I still need a Rogue Shadow to spawn into maps, lol. Speeder bikes is an interesting option...
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Hahaha, that's so true. I can't count the times we knew that the ship would explode half a second after take off, but that's all we needed to make it LOOK like they successfully took off.
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That's true... I think in ten years the only good flight maps were battle over Coruscant and about three different Bespin ones. That being said, though, the ability to spawn a vehicle in whatever orientation is needed is a VERY important tool for continuity in film making, regardless of if they fly at all, lol.
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@Zappa_0 I am pretty sure I've been using some of your droid vehicles for years. I owe you eternal thanks for how many options you opened up for my film group.
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That video is astonishing... Absolutely fantastic. I am blown away. The way he sort of bumps over that ditch, lol. So exciting after so many years to see it come this far!
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The way we got around the skeleton limitation for filming was by making the droids into vehicles. They were walker class. Their middle foot retracted when not in use and extended when occupied. The head seemed to rotate around and do its own thing. But yeah, that's what we had done so far. Having it as its own player model would be interesting. Probably less explosive when destroyed.
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Hahaha. I've been making Jedi Academy movies with my friends since 2005... Trust me, anyone still active in this community making mods is a HUGE hero in my books, and you're very active my friend.
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Ohhh, vintage! Very nice period piece. Excellent work.
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Oh no, I've missed out on your blackbeard thread. I need to go find that and learn all about it. It's so amazing to see T3 come to life!!! You are amazing...
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LOL when you work on something you sure make huge progress! I am content to let you do your fine work and I'm excited that things are coming into place so very well. I hadn't thought about that with the loping/lunging roll though, that would be weird to have the legs go into the ground. And yeah, lol, no need for a video when you're cruising in towards the finish line itself, haha.
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I think his streamlined inactive version looks amazing as well, so if this is the case I would only be concerned by the extra work required.
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Non-existant what so ever. The most I ever did was re-color skins using hue shifting tools in paintshop pro and adding an occasional logo... Making one from scratch is well beyond me. Even inverting the colors on the interrogator droids had unexpected problems as it made part of their eyes transparent so the game crashed when their innerspace leaked out, lol.
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I'd love to see every iteration that comes out of this. My machinima uses driveable droids, but one that follows wouldn't need someone to operate it at the moment, hehe. Wow, that is so cool! I love being able to see it from every angle like this.
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Wow! The progress is superb! You really are a genius. Is UV unwrapping the hardest part of making a mod? It seems like it would take a special kind of thinking to work with it in so many different dimensions. Also, is the droid skeleton likely to be a big problem? Of all the mods I've seen, I can't think of many people making custom skeletons. I think the throwable item NPC pack even used a static player model skeleton. Then again, the work on TFU Rax was amazing.
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Oh no.... I didn't mean for it to be such a terrible request. Unwrapping really does look hard! And full of drama...
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I decided to check out Wookiepedia to see what reference pics they had lying around. From what it appears, there is a pink tinge most of the day but around mid day it clears to natural tones.
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http://jkhub.org/files/file/213-blueice-twilight/ seems ideal
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I want those T2 Droids... The shader work looks amazing...
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I was worried what a George model would look like and am relieved it is a scout trooper, lol.
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This is an impressive feat you're working on. Having the arena for something that large seems like a wise plan. Are you planning to have a scaled down version for a lesser dragon once you've made your primary objective? I always loved the idea that these things eat sarlacs, lol. Good luck on this!
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Map request: Coruscant - The Works/Sidious' Castle
ZanderNao replied to minilogoguy18's topic in Mod Requests & Suggestions
That's a good point, there isn't enough of that region of Coruscant... The heavy industrial, or even level 1313 for instance. I too hope that someday there is a map of this structure.