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Silverfang

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Everything posted by Silverfang

  1. I should be available all day Saturday. If everything goes smoothly I should have some updates of my own to contribute to the patch as well.
  2. Hey we're doing a late-night random stream right now (1/12/2016)! stop on by Edit: Stream is over, this was to test everything. No VoD for this stream but I have the option enabled now so future streams should be able to be viewed via past broadcasts.
  3. You can actually upload straight from Twitch to Youtube. Unfortunately we've completely lost all access to the old Youtube channel, I'll be starting up a new one soon.
  4. cl_noprint 1 makes console messages not show at all, but this includes when you have the console open as well. Not sure if that's what you want.
  5. DISCLAIMER: These numbers and descriptions may not fit lore or represent the final implementation. Unlike my damage type concept these have little previous basis on older concepts such as the lost Running and Gunning manual. These are purely my initial thoughts on how armor could be implemented Original concept art by @@Resuru http://i.imgur.com/ZcahlMF.jpg Armor in terms of stats makes health 1% more effective for every point of armor. It will only protect the body part it is attached to, a helmet only protecting the head, a breastplate only protecting the chest etc. It also protects against certain status effects, such as making flamethrowers less likely to catch you on fire or preventing or reducing bleed duration. In terms of actual damage reduced take (100 / (100+Armor)) Examples: 25 armor → x0.8 incoming damage (20% reduction, +25% effective health) 50 armor → x0.67 incoming damage (33.33% reduction, + 50% effective health) 100 armor → x0.5 incoming damage (50% reduction, +100% effective health) 1337 armor → x0.07 incoming damage (93.04% reduction, +1337% effective health) If you take a 100 damage blaster shot to the chest where you have 100 armor you would take 100, multiply it by the blaster's damage against armor aka hitpoint modifier (110% or 1.1 is the current working number), multiply that by the limb damage modifier, then multiply that by the armor damage multiplier (100 armor = 0.5x damage) ((Initial Damage x Hitpoint modifier) x Limb damage modifier) x (100 / 100 + Armor Value) = Final Damage ((100 x 1.1) x 1.0) x (100 / 100 + 100) = 55 damage A headshot results in a 1.8x damage multiplier (we're using a 100 armor helmet in this scenario): ((100 x 1.1) x 1.8) x (100 / 100 + 100) = 99 damage Keep in mind most weaponry does not deal 100 damage in a single shot and armor may not necessarily provide 100 armor either. Generic Armor types Kelsh Basic protection Barely reduces movement speed Tricopper Offers moderate protection Has a noticeable reduction in movement speed Durasteel High amounts of armor Drastically reduces movement speed
  6. Water does in fact already puts out fire (demonstrated in the fire damage and efx developer diary video), however rolling does not yet.
  7. Weapons of the Universe We have more than just blasters you know... Blasters are great, their destructive capabilities are certainly impressionable and the sounds they make are certainly recognizable. By default, they are: Effective against armorEffective against organic targetsWeak against shieldsAverage against electrical systems such as droids and vehiclesSome blasters use ion-based rounds: Effective against armorWeak against organic targetsEffective against shieldingVery effective against electrical systems Slugthrowers are a physical projectile based weapon, often using volatile chemicals to propel them at lethal speeds. They are at worst a primitive technology and at best outdated, however they still see some use especially in the outer rim and for specific situations by bounty hunters. By default, they are: Ineffective against armorEffective against organic targetsCompletely ignore most shieldingVirtually useless against electrical systemsThey can also: Cause targets to bleed over timeAccelerated Charged Particle weapons, or ACP for short are often mistaken at first for slugthrowers, however they are more akin to blasters. By default they are: Ineffective against armorEffective against organic targetsEffective against shieldingIneffective against electrical systemsPulse weapons utilize fusion plasma to deliver high velocity "balls of death". By default they: Completely ignore armor, and areSomewhat effective against organic targetsIneffective against shieldingSomewhat effective against electrical systemsIon based weapons are like concentrated EMP blasts, providing an extremely effective way to deal with droids. By default they: Completely ignore most armor, and areVirtually useless against organic targetsExtremely effective against shieldsExtremely effective against electrical systemsElectrical based weapons are literal lightning casters, they are more lethal to organic targets than ion weapons, but not quite as effective against droids By default they are: Somewhat effective against armorSomewhat effective against organic targetsEffective against shieldsEffective against electrical systemsSonic based weapons are an expensive technology that it is hard-hitting enough to knock down most average sized targets. By default they are: Somewhat effective against armorSomewhat effective against organic targetsSomewhat effective against shieldsIneffective against electrical targetsThey can also: Knock down targets Cold based weapons provide a whole new weather element in an otherwise non-hostile environment, non-insulated targets will suffer frostbite and anyone caught with a direct hit will find it hard to move By default they are: Ineffective against armorSomewhat effective against organic targetsEffective against shieldsIneffective against electrical systemsThey also: Cause targets to be slowedIn extreme cases, cause the target to be frozen in iceFire based weapons cause burning damage over time, wide-spread panic and make starting campfires fun By default they are: Ineffective against armorVery effective against organic targetsNegated by shieldsIneffective against electrical systemsThey can also: Cause targets to be set on fire and take damage over timeThis can include shielded targetsIs less likely to set fire to armored targetsThere are also less common damage types like Carbonite (similar to cold damage), Slash (similar to slug damage), and Impact (fists, blunt weapons, etc). To protect against these damage you have 2 main ways, armor and shielding Armor: Will reduce all damage to the limb it is attached to, even against weapons that deal more damage to armor (with the exception of Pulse and Ion damage)Most armor will reduce movement speed, but substantially increase effective healthSome armor will also provide a small increase to maximum health when equippedShielding: Will completely negate damage as long as it holds (with the exception of Slug, Slash, and Impact damage)Recharges, with different rates depending on the shield itemDoes not benefit from armor damage reduction Feedback welcome
  8. I pretty much discovered scale by experimenting. Assuming you already have tags... (if not, I recommend looking at the modelling tutorial section, although the programs are different many processes are the same, you can learn how to tag a gun the same way you tag a lightsaber for example) Make sure you select everything (note the meshes need to be converted to triangles) to export it, discovered this the hard way that I actually needed to select which objects I wanted to export. Export to .md3 (not going to go over how to animate and get first person models, I recommend looking at a base weapon for this) For third person models open in md3view and export to glm (not sure what the "without 90 degree skewing" option is, I have never used it).
  9. Check this file as an example of how to do it without editing the model http://jediknight3.filefront.com/file/Rodian_No_Vest;79358 Credit to @@Inyri for this one This will only work if the creator of the model included caps for the model of course.
  10. I also have no intention of modifying the original design beyond some minor detail changes I've already made, it's just too cool of a design to change. Haven't had time to work on this between work and packing my stuff to move into an apartment (getting my own place with a couple roommates), will try to work more on it after work
  11. @@minilogoguy18 @@DT85 I'm still planning on using LoD models, because it's such a small object it will very quickly swap to a lower poly model (the game actually swaps LoD models based on how many pixels an object is taking up on screen, kind of awkward for very small objects i.e. Seeker Drone from JKG as sometimes it can be very noticeable when it swaps). It will only render that high amount of triangles when you're very close. I also don't recall anywhere in the game where there's more than 3 enemies using disruptor at once (jk2) and they're all very far away typically and yeah, those are Base animations, no idea if there's any custom animations available as I've been out of the loop for a while
  12. First (non-textured) iteration, some texture stretching I'm aware of on the UV Map that will be fixed. Temporary reflective shader borrowed from Jedi Knight Galaxies (credit to BlasTech) Might also be scaled up a bit too high, depends on what source you go to really. Triangle/Vertex Count: 2240 Tri | 1434 Vert
  13. I don't have 3ds max anymore ;o Just wrapping up a few last details and cleaning up the geometry
  14. Nah. "proof of concept", textureless, uvless import of the model to make sure I can actually get it working through blender (had a lot of trouble with both import and export in blender)
  15. Ohai, so I heard people like updates, even if the amount of work is not equal to the amount of time it has been since the last one. I decided I should finish this guy up, don't think I'm going to leave the Jedi Academy modding scene any time soon (even if I am absent most of the time), nor without some decent contributions to the general public. Current (unoptimized) Tri and Vertex count: 2425Tris 1672Verts
  16. I actually just worked on it this morning a bit, been slacking a bit I realized but I'm going to start at least partially UV Mapping the finished pieces, meanwhile I'm going to continue working on the other parts of the model, Not too much of an update here, but here's the latest render
  17. Ah fair enough, I'll be looking forward to your new kyle model then! Today's Progress:
  18. No, not yet as I haven't even come close to where I want this in terms of detail. But at the moment unoptimized it's sitting at 594 Verts and 1099 Tris World model will probably be about the same as the view model in terms of detail with LoDs being a lot less intense (this is the route we took in JKG) But this is neither the world nor the viewmodel because it's going to look quite different from this in the end Also @@DT85 I wanted to ask you about those hands you made for the first person melee animations in DF2Mod, Do you think you could make some gloved versions for JK2:HD? Also, are they rigged? I'd like to make some pretty extensive first person animations for these (possibly idle animations)
  19. This nefarious weapon affects matter at the molecular level, ripping apart living material with ease. Because of the weapon's inhumane nature, the DXR-6 is outlawed throughout the galaxy and is generally only used by scattered droid and Remnant forces. I will be increasing the amount of detail based on the textures of the model, normal maps are also a possibility with inclusion of Rend2 support in JK2 HD
  20. I believe this is what you're looking for http://legacyrp.com/forums/index.php?sid=d77258af6871f1266c685e2c4cdedea4
  21. It's hard to measure in vertexes for me but I actually think it's more common for vert counts to go above 1000 than below it. Triangle counts on the other hand (which I can much more easily measure in) sometimes stay below 1000, but can sometimes dip into the 3000 range (in the case of big, complex weapons). Most guns are in the 1200-2000 range while movie weapons (we put a lot of effort into making them very accurate) are usually somewhere between 2000-3000 range.
  22. I was going to get started on a nice E-11 today but for whatever reason Max decided to not load my reference images. The base mesh of the FC-1, Bowcaster, DL-44 and possible the DetPack have already been done by Resuru I believe he also already plans to do the Rocket Launcher and possibly some others I absolutely dread the MovieBattles DH-17 (no offense to whoever created it), You guys may be able to use the DH-17 (with increased detail if we go that route, I want to add some little details I missed on the gun anyway) I created for JKG but I'm still not sure what @@BlasTech has to say about it since he did all the texture work for it and at least before we went open source we didn't allow any work for JKG to be used for anything else without prior arrangements.
  23. Not going to complain until after I give it a chance. I didn't give the clone wars any chance at all but I heard that was actually pretty good.
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