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Everything posted by Oobah
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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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Tried my hand at the cloth animations some. I got the whole _humanoid animations from JO into max 2010. More so testing no bones in place baked on or anything like that. Still figuring this out at the moment. http://s97.photobucket.com/user/UmbraDrakken/media/animated%20flaps.mp4.html
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Model I use has slide flaps to go with the front and back ones roughly same length as on the model you've been showing off. Basically just add side bones so you can have functioning side flaps and you more or less got everything a person would need for animated cloth for really any model people in game could come up with. Only other one could think of is for low hanging cloth around the wrist aka like hapslash jedi robes perhaps another bone there so those animate and motion as well. I wouldn't blame you for not wanting to go so crazy as to adding tons of bones. More work and all that jazz etc. I would attempt it myself if I had the proper knowledge base to go through doing it just because I'm that damn stubborn on the level of detail or content I want. Anyway on a side note. I was curious about the step by step process or a link to some guides at least to get the animated bones or the animations to function on said bones into 3ds max IE get them into 3ds max and have my own attempt at doing this. Been reading up on some of the process aka blender and so forth. My mind set on this is the more people attempting this the greater chance it has of getting done in the next year or so depending on how much time and energy is sunk into this plus files being shared between people and so forth. I'm willing to learn how to bake animations and what not to the bones and such since I already got the rigging meshes to skeletons and getting them into game, this is just something new for me to learn from the ground up basis. Main reason I ask is I got free time to really dig into this and if I can get more or less to the point of self sufficent confidence of knowing how to bake and animate through at least one full animation loop I'm just gonna take off like a rocket and hammer out as much of it as I can as I do with mapping. Plus would make lot of custom models I got look a lot better in game rather then the current way of clipping flaps and what not. Also what would really also be great about this is when it's all done release the model you have open source aka so people can skinwrap off it like some of us currently do. A good rigged up model to skinwrap off of with all the animations already set in place would make getting all the current models from hapslash to toshi vader and so forth updated on these new animations in a matter of days rather then having to go through and rig again and again. Plus it would possibly give some people who have never tried doing meshes and incentive to do there own custom model work since it's a more streamline processed plus those that really wanted to would go more in depth and figure more things out. A nice and or great way to really get people into doing more aka interaction between file editors/creators and the player base. It would be like...like.....well christmas is coming up so think that should give you the idea. I've done a crude drawing basically of what I think most people would probably say in terms of what could be animated. Again I wouldn't expect anyone less you really are commited to fleshing it out THAT much or perhaps a long term goal of what could have bones and be animated. Basically if it's more or less some sort of fabric kind of addition like you would see on sith or jedi robes sort of look and you played the game and you seen part of the mesh clip through the fabric, that would more or less be what should be animated. Talk about a long project..... Loaded all 17000 animations off the Jedi Outcast humanoid into blender. So if I even manage to get anything now I'll update when I can. Took me about 20 minutes or so to just click the export button, so I wager that's about what it would take to import all of that into the modeling application also. Saves time loading it all up rather then picking and choosing tons of animations.
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People have been porting tons of content to all kinds of games for ages now. It's really a rather pointless and waste of energy argument. It's more so the players or hosters of the content denying said rights on major file hosting sites, enforcing the IP holders whims, typically since they don't wanna get into trouble or cause issues more so forcing these things. Since quite honestly NO developer is scanning through every forum and website and place for said content. Also this does bring up an argument of buying content and ownership and people who download the content do so of there own free will, etc. Typically the whole IP issue more so comes into play with generating profit(typically) off anothers work most of the times. A company can still send out cease and desists and say remove said content but honestly still wont stop the fact the creation and the files itself are released already and downloaded and utilized by said people not to mention the information to port said content is freely accessible to ANYONE out there if they really want to do it as well. Trying to stop it is a waste of time and energy but it is understandable that places would like to cover there bases. I acknowledge the ported content and give credit to the people who did it but am I going to specificly dig through game credits and everything to credit specific people who did the mesh, uv, and texture work? Absolutely not that's a gigantic time waster. If you already know the content is ported and you don't wanna use it, then don't. Movie Battles 2 has some ported models in it, no one bats an eyelash at it. Modd still hosts far as I know the ported playable kotor models done years ago. Also porting content to older games means you have to work with that games limitations and restrictions and honestly 3d models for games can only go so far back. Ported contents been shunned by the face aka the big file hosting site in JK for ages. That still never stopped servers and people from having said content regardless. If people want something bad enough, they'll get it. Considering it's 2014, this isn't filefront anymore and I'm sure more people are level headed enough to say give credit where credit is due. Mean look at servers and how some admins run them. Some of them can't even keep the peace on there own servers let alone between there own clan/guild mate/community mates. How are you going to stop content from other games? You don't have to like it or accept it. Just don't download if you don't wanna feel you're apart of that. http://gamebanana.com/wikis?page=porting_whitelist Here's a forum for garry's mod that does nothing BUT port content. http://forum.xentax.com/viewforum.php?f=16 Maybe it's just me but is steam hosting files that are ported content from Jedi Knight games? Looks like it! http://steamcommunity.com/sharedfiles/filedetails/?id=109284238 Oh look kotor models, force unleashed models, the whole 9 yards! A hapslash model in San Andreas. http://gta-starwars.ucoz.ru/ANAKIN951/gta_sa_2012-02-18_19-37-42-17.jpg Oh look another game with hapslashes model. http://deadlystream.com/forum/files/file/477-movie-robe-reskin/ You're not stealing candy from babies and throwing a bag of puppies off a bridge into a creek. Giving credit is a lot better thing to do on ANY form of medium then being a greedy asshat making money off someone elses work even if it's free content(KOTF). It's a lot more respectful as well as the fact your acknowledging some form of inspiration that got you to the point to learn the technicalities to even get that content into a nother game. It's not like you push 1 button BAM there it is. It still takes time energy and some level of work/tweaking to move the content. The core grunt work is just already complete for you. Also the content gets new life breathed into it and people can enjoy someones work in a new light rather then just letting said content vanish altogether. How many people honestly read every single credit for games and movies on lighting effects, and so forth? It's like asking if people read the fine print in an EULA or liscenesing agreement. Most people don't. I know it may sound like I'm being harsh but I'm honestly not, I'm just trying to clarify is all.
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Here's a download link to the smoother blades. Just drop it into your japlus folder. https://www.dropbox.com/s/8lt10qm7ncp4byc/japlus_blade_smooth.zip?dl=0 Someone wants to beat me to it they can. What I've been considering is setting up the black core blade in the RGB so you can have black core blades with different external colours. So far I managed to get the black core to show up in the RGB list. I probably gotta tweak the ui more in depth on it but if I can get it to work be able to do RGB black core blades in japlus. Someone wants to add that to a mod that uses said functionality, be my guest. More fluff, the better for everyone. Saber blades for default ones. Think it comes with custom sounds in the pk3, I removed them in mine. http://www.massassi.net/levels/files/3062.shtml
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Nein. Using that for a personal model. What I could do at some point is release some more custom ported models, but like anything else it's time consuming and boring to work on such things. Also there's plenty of other people out there who are better at rigging models to skeletons then me as well.
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Till the V3 gets approved here's a direct download link to it for those who are curious. https://www.dropbox.com/s/hwfqnarozzu2tx6/Massassi%20Temple.zip?dl=0
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Tired of pointed blades so took some out of the saber pack I used and mxied it into the japlus ones. Let me know what you think. Black Saber RGB Blades White RGB Blade My default sabers are all rounded just like those ones already. Anyone wants a link to that saber pack let me know.
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I've tried .tga and .png for blank background, when a shader is applied it comes up with black and sometimes I've had it come up with those parts showing up in white. Your shader worked but the models going inside out with the texture faces. Either way it's working now. Thanks lol
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Version 1.0
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*********************************** Jedi Knight: Jedi Academy *********************************** AUTHOR**: Oobah E-MAIL N/A WEBSITE: N/A FILENAME: Restore Sounds FILESIZE: 8.16mbs DATE RELEASED: 11/28/2014 GAME MODES: All CREDITS AND FILES USED**: Character sound files from Jedi Outcast, now functioning in JA for over half the player models. Desann, jedi, luke, jan, morgan katarn, etc. DESCRIPTION**: Restored character sounds. Drop in base folder. That simple. COMMENTS: **THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.- 2 comments
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Psyk0 would probably have a better idea at this one. Ported a model from another game and the shaders for alpha are not working aka little rips in clothing and hair etc are not vanishing properly in game. Now the alpha shows up fine in modview but in game, having tried a multiple amount of different shaders on the model itself, they just wouldn't work what so ever if at all on the model. I've also tried different file formats on the textures. .tga and also .png and still no success what so ever. Most I've achieved in game is having the textures in the spots that need alpha go from white to black. Any input would help. I know how to do textures/shaders on player models simply enough so if someone has any input or help on this, I'd appreciate it. I was thinking it might have to do with some kind of setup in 3ds max or maybe the mesh itself but for now I still have no clue as to how to fix this issue. Also before I forget when the model compiles it comes up with absolutely no issues in the log.
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Uploaded the newest version to the hub. Expect to see it whenever it gets approved.
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Attempted an outside area and this is what I ran into. The border of the _skybox. Only way such an area would function would be removing the whole backdrop aka the _skybox. Also it's causing an issue with the said _skybox randomly spawning trees in the hangar which is nothing short of annoying. So there wont be an outside area, but I will setup a night time version of the map to go with the little bug fixes and the functioning academy shuttle. Also being in the 4000 mark for entities the map is more or less bled dry in terms of the amount of content it has already. The _skybox is not a solid model or clipped so you would just walk through it.
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Finally managed to hit it. Map hit a size it wont compile now due to lots of entity usage. So no outside area but the academy shuttle and few other little bugs and the clouds. Plus going to setup a night time version of the map which basically will mean in any area with windows you'll see a night sky.