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Oobah

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Everything posted by Oobah

  1. 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
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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
  7. 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.
  8. 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
  9. Version 1.0

    1,240 downloads

    *********************************** 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.
  10. 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.
  11. Uploaded the newest version to the hub. Expect to see it whenever it gets approved.
  12. 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.
  13. 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.
  14. Why not have an academy shuttle you can walk in. Considering adding in duel6 but that means tweaking the _skybox a little. It's already at a size where it can clip out the distance but some tweaking might take care of all the issues. Also, moving clouds. Still needs work thought due to the distance clipping.
  15. Version 1.0

    2,333 downloads

    *********************************** Jedi Knight: Jedi Academy *********************************** AUTHOR**: Oobah E-MAIL N/A WEBSITE: N/A FILENAME: mp/ffa_korac FILESIZE: 20.8mbs DATE RELEASED: 11/23/2014 GAME MODES: FFA Only CREDITS AND FILES USED**: A few textures are taken from the following maps: Ported textures and models from kotor. Kolto Tank is Inyri Forges. Music is Sion from Kotor 2 from Youtube. INSTALLATION INSTRUCTIONS**: Drop it into your base folder. DESCRIPTION**: Sith Academy On Korriban COMMENTS: V1 is just the Sith Academy itself. Later versions will include more things on korriban based on kotor 1. **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.
  16. Post whatever you can or feel. The more critic, the better.
  17. Only thing under the walkways is walls and sometimes not even a floor same with the roof areas, but that's due in part to the fact that the first person camera in game doesn't always look fully up or down. There just light and as for the ceiling ones just light sources with a dust effect with no actual skybox. All else fails, you can turn up your brightness in game.
  18. The sith archives await. Be nice to finally have access to those corner rooms, unlike kotor 1. What's the sith variation of archives going to be? Anyone rememver atris meditation chamber in kotor 2? Sith holocrons all surrounding a center platform? Sound like a nice atmospheric dueling spot as well. Maybe even for some trial nuts.
  19. A tech room doubling up as a torture room. Complete with the little parts and the ropes. It's right across the dueling room just like in kotor.
  20. Default level music. I will add 2 others so there is at least 3 to pick from.
  21. I say it's better you tele players into it, think of someone afk on your server. Plus it has the hp and shield script so it'll take more work for them to die as well. Plus can always npc spawn in it. I'm not terribly focused on npcs and bot spawns on the sith map.
  22. Is a some clip between front of the cage but they still can hit you with a saber every now and then. But the cage is a tight fit, hard for them to move and attack you with a saber plus they cant use force against you inside the cage at all. You can attack them with force powers. I was also considering the idea of setting it up so that inside the cage it uses the health and shield script so this way you literally can just pound and beat on the people in the cage and they can't really retaliate.
  23. Now you can torture them jedi folks.
  24. Still deciding the setup on some things but hope the lighting is a bit better for yeah.
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