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Oobah

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Everything posted by Oobah

  1. Nothing wrong with anyone expressing there opinion no matter how it comes off. If it seems he's upset or is attacking me or it comes off i'm attacking him(I wasn't) that's perfectly fine, I'm wearing my big boy underwear and batman cape. Personally I say it's better he criticizes the work rather then give me a generic BEST MAP EVER 5/5. Simply because he might inspire me in regards to the map itself, it also develops understanding as well for a persons position on any piece of work. Biggest problem I face right now isn't creating files, that's a road bump for people starting out when it comes to content itself. But needing good feedback as well as people properly testing said files and pointing out issues, mistakes, or what have you. Not to mention the simple fact that even if no one EVER uses the files I make it might also have the effect of people to reuse the old content as well. It can go both ways. As for ZeroRaven on using other peoples work without permissions. Fact of the matter is a vast majority of people don't ALWAYS get permission for anyones work. Since I'm fairly certain not every file creator either answers emails(if they even work anymore) or even reply to peoples asking for said content as well. I doubt hapslash for example even knows how far his own models have been frakensteined, reskinned, and or even ported to games. Even if we don't get full permission let alone waiting over a year for someone to respond to us. It is still better to acknowledge the original file creators and there own creations. No one has any obligation to make files in the first place and the file creation itself is the only reason the game is still alive. Also, though a bit bigger. The central area to the archives, the long hallway, and to the council room. This is due to the fact I'm going to have the council room above the map rather then go off on a side hallway and possibly hit other map portions or areas. Though a bit bigger and a rough setup at the moment, see what I can do about that as time goes on with this. Original area was a lot smaller due to the fact the areas were teled to rather then walked to. In general the overall texture look seems kinda meh in my eyes but this is an older map. Might do some touch up on some of the texture detail but for now my main thing is getting all the areas mapped out before I go into little tidbits of fluff like that.
  2. Explaining and expressing an opinion with general questions is not freaking out. All files uploaded here need approved just like in filefront as it is. Anyway, Rocket Tennis.
  3. The duel arena. Now you can walk around the seats close to the center area. Admin box, functional and ready to roll. The colour switches.
  4. Been there, done that. Might wanna also consider as well how many were inspired by said maps and also do there own twist variations for there own personal groups aka clans, communities as well as reusing the level textures as well. How many people currently still use The Academy series maps in game still evnen to hosting? The Academy V3 or Academy V1, or Academy V2? Only thing that overshadows past work is the people who make the choice to download specific files over others. Peoples perceptions of any work is of their own, you can't blame a single person for how other people choose to experience things. That's denying other people right to choose what they prefer more. What goes in peoples own base folders is up to them. One day all this contents gonna vanish and will all be dead. Not like I'm punching babies in the throat or stealing from a store anyway. Just a video game as it is. Still need to tweak the level shaders, briefing room. Rotating JK Ex symbol over the projection, just rotates for looks. Duel Room with the council room floor on it to give it a little more personality. No health or shield dispensers are setup yet. 1
  5. Who says updating old maps with more modern mapping techniques, better lighting, and better usage/cleaned up texture alignments makes a person a copycat? If I was a copycat I would claim to be the original file creators. I would imitate that I'm from the original clan, I would of more or less took on a persona of being apart of that clan or someone important to the original file creation which I never did in the first place, so throw the copycat idea out of your head. If I remake an entire map, giving full credit to the original creators, and want to see new life breathed into old files simply because they were GOOD and my recreations are more of an homage to the original files, does that somehow makes me a copycat? Are you saying it's better to let older maps no one really uses anymore to just stay as the are and not get a possible chance at being used again by anyone? Are you saying that personal clan maps are a big NO NO and off limits to a community that in and of itself thrives on custom file and content to keep going? Are you saying that recreating pieces of work other people did and trying to do it better then the original is bad because it might overshadow the original work even IF people can still use and access the original work itself at any time which people currently are choosing not to? News flash, maps like ex_jedi_temple are and WERE clan maps to clans that are long since gone. And maps like it, gcx, and the_academy maps were widely used by PLENTY of other clans and in a sense these maps, even with there clan members names and personal stuff all over the place, also became clan maps for other groups since a portion of them never went fully into making there own clan maps themselves and because of how much they were used and loved by the playerbase itself. People love these maps and it's no more damaging or harmful to these long since gone clans to see there creations getting a new bit of limelight. But again, if you don't wanna use more or less a paint job over a map that is old and collecting dust and not being really used by anyone anymore. You're more then welcome to use the original files yourself since the downloads of those original files are still up and quite frankly if it's such a terrible and horrible thing to you, criticize the work I actually did while going blind eye to any blind nostaligia you might have or the original work which even with it's flaws was still used by many, my work till your eyes bleed. I'm still going to keep working on this file regardless. If it makes you feel better. Consider my remaps the map versions for the JA community as a whole rather then the personal maps of long since dead clans.
  6. It's not an exact copy because that would mean teles between areas and so forth which are not going to be in this. This is a remap aka like doing a touch up paint job on the side of the house and like always no one has to use it, the original is still going to be there for those that wanna use it. Modernizing aspects in my view of the map such as doors that work when you walk through them and so forth. The touch ups are purely aestetic, nothing more. The core map design itself is still going to be the same. It's like my remap of GCX. Same deal.
  7. Added the scripts so that there is now only 2 elevators that go up to each of the 3 floors. This means instead of 4 seperate elevators just 1 main elevator on each hallway. Also for at least a few fighting rooms you will need to use an elevator to get to them simply because said rooms were not setup with a map fully connected together, they were setup with tele points between rooms. But I will have it setup so that the elevators do go fast and to help out some for people who are to lazy to use an elevator, just keep it at the bottom floor the whole time and just grapple to each room specificly. Also for the sake of testing purposes I will release a test build of the map when it is fully mapped out for people to test out. Now mind you this will not have any level lighting in it. It will just be a test map build to walk around and look at. All rooms and map secrets will be enterable as well. Also outside of elevator doors, the rest of the doors are just going to open automatically when you get close to them.
  8. As long as it inspires people to play the game besides ffaing on base maps all day and showing a general interest in doing more in game, then absolutely. Also, for those that want it. http://jkhub.org/files/file/1891-jedi-council-gcx-skyboxes-skybox/
  9. Only got a few areas built and setup currently, so no map lighting and not all the blowing snow or area portals are setup yet. I'm also going to set it up so that there is a map version of the day time and a map version of the night time. All areas are going to be connected now, outside of the secret areas. Those are still going to be teled to and the map will still feature the same secrets and ways to get to them as well. Now for a few screenshots. I will be setting up a _skybox so that at least the map looks like it's own a snowy mountain.
  10. Like the PMs I got from people for there projects. Nope. My interest is the ffa portion of the game and content for that alone. That's where the core playerbase and heart of the games always been typically.
  11. The map has a lot of entity's bordering on the games entity limitis so chances are that's why your crashing, since anything outside of map brush work is an entity in the game. Game itself can't handle to many more entity's on the map itself. Only npc spawns that was tested with was the remote droid and I had no problems with that one. I recently spawned 4 npcs on my local host and the map and server are still working fine so I don't know specificly what or where your issue is coming from. Post in the forum topic with more detailed information and I'll see what I can do.
  12. I'll have a download link up here soon and whenever it gets approved by the hub. I'm sure plenty of people will enjoy it.
  13. Standard bsp level compile is purely for level testing. Light compile comes after I test for bugs and issues. Compiling the lights every single time I test something out would take way to long.
  14. Careful now, these background vehicles fly by REALLY fast. Also it is hard to see but there is moving clouds in the sky as well.
  15. My idea is got some vehicles flying in the background and a few buildings you can spot out in the skybox areas. Beyond that just some small texture fixes. And made the bar sign and the triforce rotate again.
  16. Still need to tweak the texture sizes but on the version of GCX I did adding in a _skybox and fixed some texture issues. So when you look out into the skybox you'll see some more buildings now closer to the map. Again, causes no fps drops. Setup also textures to see flying vehicles across the skies and so forth as well. Let me know what yeah think!
  17. Sith_stalker model with the JA_humanoid with EVERY single animations possible. Took well over 3 hours to do, mostly due to the amount of animations getting imported. The file size is 342 MBs Why the Sith Stalker model? The flaps are more or less the size needed to do the flaps for each side from front, back, and the sides. Scaling from blender made it small but I did size it back up to the standard skeleton that is used, so I don't recommend using this for anything other then: 1 Pulling Animations 2 Cloth Simulation Far as I can tell also no iffy bone setup also or mesh portions sliding off the bones. Also the rig job is still there also. It's in the Max 2010 setup so need either that or later to load it up. Less someone wants to go through the process of converting the file to other formats, etc. https://www.dropbox.com/s/giqwhyj4zrdedi8/JA_Humanoid.max?dl=0 When your in cloth and you expand it to go into groups, the verts you highlight and make into a group you can set specific setups and how those verts itself will function with there cloth settings. So if you want those specific verts to be a bit more sticky or clingy to the hips and lower portions to be a bit more free flowing. It's more or less like rigging a model to bones but instead it's just manipulating how the cloth is going to flow and function specificly.
  18. Bots are largely pointless and annoying. Not to mention servers that run bots typically do it to pad the in game server list, once players join they typically vanish as well. I use an out of game server browser which just filters out the empty and bot filled ones with no actual players, so honestly it's not high on my priority list. If there is map bugs I'll reupload the map and if I remember I'll add in bot routes.
  19. I'd say if for certain animations the cloth was a little more sticky and stayed a bit closer to the legs without to much deviation that might solve some of the problem of the cloth getting messy in some cases. It's just gonna be a lot of trail and error to get the results wanted. Big problem I'm facing is trying to get the flaps to more or less reset to a fallen position for each new animation that plays since mine at the moment is just 1 long continuous loop. But that could easily be fixed/solved with simply doing single animations at a time. Since I have all the animatoins already I was thinking of splitting them up, might take a while itself but I'd have each animation individual instead of the current 1 long animation playing setup. To make things easier also I would say doing standard swing attacks as well as walking and simple jump animations are probably going to be the easiest to get good animations out of simply because the cloth more or less stays close to a starting position. Same goes with more stationary animations such as sitting, standing, etc. The ones that will take the longest are things such as dfas, katas, dieing animations. In other words the more body movement in bending and spinning the longer it might take to do those animations. Hope this gives you some idea of ones you can knock out with simulate real fast and easy. Might take me a while again but I can look into getting all JA animations into 3ds max 2010 and put up a download link for you. Might make things bit easier for you since all you would have to do is just split up animations into specific frames that you would like to use. Plus doing a bulk simulate on certain animations would save time since the animations that will have more stationary cloth wont have to many inconcistencies looping to the next one. Also when you get a working copy setup can you put a download link up with said animations of your custom skeleton seperate from your JK2HD project? Since it would mean some of us wouldn't have to wait for JK2HD to be completed to make use of the new animations. I've been also considering doing full scale ports of JO mp maps to JA with cleaned up texture alignments and adding giving the light textures a proper glow. I can leave that open source for you if you want to or to add it to your project.
  20. Since I only have the flaps animating based on the cloth settings and the animation movement that means someone can just bake it to the bones, whatever. Since both games still share a portion of similar animations regardless it would just be a matter of going to the animation key, since I'm just doing the flaps and nothing else with the bones changing the animations out wont have much difference or effect outside different animations between games. As for the settings I'll get you a screenshot for what I'm using. For more standing based animations it works fine. But with flipping and a lot more jerky body movement like jumps flips falls, etc the flaps at times will clip into model portions. I'm more so just learning and testing things out with the JO animations, can always change it out later. I'm using the cotten settings also.
  21. Big problem is the skeleton I have ported via blender is nothign short of just UGLY but all the game animations are playing. Second I try to alter the skeleton that was ported in any way it just makes the whole set of animations turn into a giant ragdoll mess. I can still put up the link for it you quite honestly really want to take a look at it but just be warned, it's nothing short of a mess. But for doing bulk animations does make knocking things out a lot faster then loading up each animation individually but that is gonna be more required for doing specific animations. Also to note I would say for the sake of testing or a version one of this whatever release one that has AT least functional flap animations for more or less all the functional animations used in MP, then as time goes on release the skeleton that adds updates. A big long term project is all well and good but to keep interest in this going I would say small increments for people to test and use would probably get more investment from players. And for later versions it would just be a matter of the updated bones added and recompiling with the newer animations. Currently at 8001 animations out of the rest, sadly its just 1 big long animation chain so basically gotta go to the key to filter the flaps to go to the key animation you want. I'd say just take the animations you want from this and junk the rest. I will say with confidence the standard weapon swing animations and a few emoticon ones are more or less up to par with being used at least.
  22. I'm just going to try and go through all the 17000 animations and just release the cloth with the cloth modifier itself and the animation playtime in it so people can just do what they want with that right there. I'm trying to keep it as nice and clean looking as possible SO if you find some of them animate akwardly or strangely just fix it or change it up yourself manually whatever. But this should knock out well over half the animations for people to work with I hope anyway. Tweaking settings trunacating etc here and there but the biggest problem is the flipping animations and the cloth falling into solid parts of the mesh and getting stuck before it plays another animation. What I'm going to do is just bypass some of the more crazy flippy animations and or ones that aren't even used in MP specificly like some animations for flipping used only in SP. This way more focus can be put on the core animations used in MP itself. With any luck can have the flap meshes up here by tomorrow if all goes smoothly. My theory basically is at least over 75% or so of animations for standard combat and such should suffice for the flaps. SP animations and more flashy jumping will need more tweaks. This should be a good headstart to animated cloth in JK far as I see it.
  23. Personally what I'm going to do is release the animations so that more people can try there hand at this and if someone gets it done before me I don't really care, I'm more concerned with just seeing this finally in game. I still need to research baking animations into bones but first I wanna hammer out this grunt work for animated lower flaps.
  24. Fiddled with it some. Still practicing but I just picked cotten and more or less every mesh portion besides the arms and the head I just made them collision based. The small portion inside the hips torso is surfaced and the rest of the flaps below are just left to dangle like ragdoll/physics would. From there I just let the animation play out. I also tweaked the gravity to be a little heavier. I also notice silk is very airy and can flow a LOT. My thought is just geting the animations all set for the 17000 and just sending out the fbx file and with any luck can do that in a few days. Let one of you who know more about baking animations take care of that grunt work though I'm still going to attempt my hand at that. Currently up to 200 frames just letting it play. At least THIS way the cloth animations will be in game perhaps sometime before christmas with any luck if we all work together on this. Again I used the JO _humanoid animations. Also I was possibly wondering about the idea of someone brining some of the JO animations over and merging them with the JA ones since be nice for at least some kinda JA mod to make use of animations like amcrossarms and amthink again. Also how would you go about resetting it's position without reseting the entire frame setup or job on said animations for specific frames? I have them all loaded up at once so it's just doing a continuous play. AKA basically I want to revert the flaps to the default t-pose position without having to redo all the work since there is specific animations that aren't fighting based. Or someone who has more time, energy, and experience can go through and do all the clean up. Regardless, w00t and all that good stuff. Fighting ones I'm just gonna let them play through completely since those ones wont take to long to do. Also the more verts you have on the flaps itself the more it's going to bend and so forth around. For testing purposes, not rig in game purposes it could flesh out and add even more animation to the look and setup since it'll animate out the more detailed mesh. Just a thought so far. Either way when I get these standard flaps all animated out I'll get that part of the fbox file download link up as soon as it's done. Just be the animations. My idea is a rough sketch and setup of animations. From there just get them fine tuned. Knock out the boring and long winded grunt work. Okay figured out how to reset them back down for animations. Have some fbx files when I can less some animators and modelers prefer the animation files itself, I'm using max 2010 for this also. Since I'm using my own personal model for this what I'm going to animate is the flaps and the wrist cloth. That should fit in with really any standard tunic based jedi model also.
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