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Vulcan

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Everything posted by Vulcan

  1. I had to divide the model as I said. Otherwise carcass would tell me the model has more than 32 bones. I solved the seam problem by just editing the shader file so it's just purely lit. Makes him less shiny as in the gif, and more burlap as I need
  2. Yep Arch! That's why I mentioned it Thanks to your exporter, it's all working fine! I had to divide the model in 3 separate parts though. The GLM file is limited to 32 bones per model, So three parts for the 80 bones this guy has. There's no seam in the model thanks to the new carcass, so it works like a charm! The UK flag is just a placeholder for the flag that i'm still designing. I wanted to make sure the model and animation works. The NPC spawner is placed in the floor so you can't use push/pull on it. It's even safe there for explosions and such! Also, the flag will trigger itself, and thus spawn itself would it die by the hands of an admin. Then it will just flap around hapily like it did before. Thus, admins can screw around with NPCs would they load my map, kill them all, and the flag would just respawn
  3. does modview count too? because I got it in modview now
  4. Well, I can say I tried it now! If I write an Icarus script that "affects" a misc_model_static, the game tells me it's an invalid target when I run the script. Singleplayer uses misc_model_breakable btw. But when you load a SP map in radiant with MP settings, radiant tells me he can't find the source. So, the MP just isn't capable of running MD3 animations. No loss, because I was able to spawn luke in, write an icarus script and make him loop an animation. something like this: affect ( "danceluke", /*@AFFECT_TYPE*/ FLUSH ) { loop ( -1 ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_BOW" ); wait ( 2000.000 ); } } As you can imagine, the same applies to any NPC file. You can also run from a set frame, but I haven't figured that out yet. No need for that btw, as you specify an animation set in the animevents So, I decided to go for a GLM file and start working on that flag model/animation. Here's a small preview: It has a lot of bones as you can see, so I keep my fingers crossed when I finally export it lol. The side doesn't really show how much it really waves. So I'll show that when I finally get it in-game
  5. @@mrwonko: I'll experiment with that! The problem is though that you can't see those switches from the rancor level in multiplayer. Most MD3 models that are animated in Singleplayer don't show in Multiplayer. But maybe it works differently if you do it yourself. @@Xycaleth: Notice the part where I say I don't want to have a shader flag. The reason I dislike a shadered flag is that it moves like water. In other words it doesn't give a shit about your flagpole and waves along it. Also, it will only move just left and right, and doesn't curl up a little like a real flag would. I got the inspiration for these flags when I was playing Skyrim. http://youtu.be/5vi5NldI_dU?t=36s I'll experiment with existing MD3 files and animations, and if I can't figure out how to get an MD3 file to animate for multiplayer, I'll step to GLM/NPC file. JKA also has a few cinematic models, for example the "rocks" npc that's only used for the darkside ending. It spawns on top of Kyle when Jaden escapes. I could make one animation where the flag just lays on the ground on "idle" and give it 1 health. If people decide to spawn it, it'll still behave like a flag by flopping on the ground. But it will dissapear instantly when they "kill" it It will make a pretty boring NPC file, but a nice addition if used with a script.
  6. So here's the issue/challenge! I'm currently building a multiplayer map on what I try to reach the cap of the Quake III engine. The map is focused on inspiring people and overal already pretty immersive if I may say so myself. I'll show some screenshots later, somewhere on this forum. I came to the point where I thought it would be awesome to have a flag. Not a static flag, not a shadered flag, but a full 3D flag, animated with bones/vertices. So that'll mean either an MD3 or GLM file extension to go with. File extension is not what I'm worrying about though, but a way to implement it in the game! I could ofcourse make a glm, write an NPC file place an entity NPC on the roof with a cinematic spawnflag and write a simple script to loop/animate it. But, if a joking admin or player decides to try /npc spawn "flagmodel", he would piss his pants laughing ofcourse Now my question is, could I somehow create such a thing and restrict people from spawning such a flagmodel? Or better said, how do I achieve that! because I'm pretty sure there's a way! Thanks in advance!
  7. Yeah sorry about that big ass bug report, I thought it would be sent some place more private lol.. Anyway, I did however uncovered the problem wich is a wrong bracket. Minor bug of code with huge consequences You wrote: models/weapons2/katana-sab/katana-sab } etc..etc... And the bracket should be: models/weapons2/katana-sab/katana-sab { etc..etc.. Replacing that bracket fixes the entire screenbug. Don't believe me, download the file yourself and open the .shaderfile
  8. To put it in perspective, here's an metaphor. You are in art class, and get a canvas from your teacher. He states that your brush and paint would work best on that type of canvas, so you start working on it. Your fellow students also got a canvas from your teacher, with the same message. The teacher tells you and the students he will be very busy the next few months, and will not attend the classes. You and the other students decide to learn from each other. You practice and with shared knowledge you all are able to complete a few masterpieces. Then, after a few months your teacher comes back claims these paintings as his own, puts his signature under the paintings he likes best, and puts them on the internet so he can sell them for a large sum. Exact same thing is going on with EFF, but with a far greater timespan Anyway, you get the point. Apophis only gave the community a foundation, that the council, and all other members has built on it. He is now claiming everything as only his own, while we made the clan ours. 90 percent of EFF is currently the system that was build by all members. The 10 percent was built by the people from 4 years ago, 4 percent of that made up by Apophis. It is indeed a matter of perspective, and you could say we betrayed him. But if so, isn't it justified, because we are simply protecting the thing that we all have worked very hard on for years?
  9. Good day JKHub, I am Vulcan, representative for the EFF Clan. Please take the time to read the following announcement, especially servers owners and clan leaders. As some of the oldies around here know, the EFF clan was once ruled by our emperor Apophis. However, in the past 4 years Apophis didn’t give any positive input to our clan, other than demoting and kicking members who didn’t agree that he should be an almighty leader. Other than that Apophis was a very rare sight on both server and forum, and no one met this guy and only saw him once in a while when he demoted or kicked innocent people from the clan, saying they were nothing compared to him. Apophis thinks only his opinion matters, and last year our Council told Apophis he should step down as leader and take on an advisor role in the clan. His power would be taken away so he would not be able to demote and kick members. The whole council agreed this was a good decision, except Apophis, who wanted to have full power back in the clan. A few weeks ago, he tried to reclaim his old role again. As you may understand, this is something we can’t do. The council build up the clan in the last 4 years to a very stable and strong community because of great decision making together. Apophis did not play any part in the community EFF is today, and would have thrown everything away if he gets full power again. Because the council doesn’t support him, he is taking drastic measures in his way to seek full power. Apophis said that if he can’t take full power in the clan, he will start a new clan and server with wearing EFF tags and banners. The situation now Apophis promised to make a public announcement on our forum, but has yet to do that. One of our members recently discovered that Apo made a new gameserver, with bots wearing EFF tags. So he is paving the road for clanmembers before he will inform us. Making this public announcement helps us being one step ahead. As you understand this can bring harm to the image of our clan, as Apophis is trying to be identified with us. Apophis is leaving EFF for his new EFF. We are doing our best to spread the word around the JKA community, and we felt JKHub is a good way to go. No one of us is going to join him in his new clan, as you may understand. Thus the first few weeks it will only be him. Regarding non-EFFers Apophis will probably advertise when he comes on your server. It can be wise to ban him on sight, so he doesn’t take any of your potential recruits. In case you see someone wearing EFF tags, please look that name up on this page: http://www.eff-clan.org/wiki/roster.php We keep good track of our members, and if someone wearing EFF tags does not appear on that list, he is impersonating us, and thus no part of us. Feel free to inform him about the clan he just joined and tell him to check www.eff-clan.org for more information. It would be a great help if Apophis’ movement is stopped by your help, as long as Apophis is walking around with our tags and name. Would he decide to rename his movement he is free to do what he wants. But that is probably not going to happen soon. What to do against his movement is for clanleaders and serverowners to decide. But the best help is informing everyone about our situation, being in your clan or on your server. Banning the non-EFFers can help not to make this epidemic grow larger. It is expected for this situation to be temporary because Apophis has not been active for years at a time. There is a high possibility that he will become inactive again, what would mean the end for that movement. How long it will take is yet to be discovered, until then please be advised. Do you need more information about this matter, please PM me, Morabis or Val from EFF on our forum: www.eff-clan.org
  10. cg_dismember 3 would do the trick for ya Otherwise, you can also download Ultra Utility and select it in the ingame menu. I mostly exaggerate cg_dismember to an amount of cg_dismember 9000 orso.
  11. Thanks everyone for joining in today! If you couldn't join the broadcast, as said above, don't worry about a thing. You can find the broadcast and future broadcasts and videos here: https://www.youtube.com/channel/UCtTBLTNWneAmgoQfn6GnXSw/videos Feel free to subscribe so you are the first to know about new stuff!
  12. Too bad no one replied! The stream is going live any moment. After the stream, you can check it back on this channel! https://www.youtube.com/channel/UCtTBLTNWneAmgoQfn6GnXSw
  13. Jedi Academy Hilt creating tutorial YouTube - Broadcast Hello Jedi Knight fanboys! Maybe you ever heard of me, maybe you haven't. That isn't important now I'm here to announce that I will create a broadcast where I cover a step by step tutorial about lightsaber hilt crafting for JKA. This will be held the next Saturday, 31st of May 13:00 GMT +1 If just started to look around in the world of modding, this might be the opportunity for you! Hilts where the first things I ever made for JKA, and I'd like to pass on this knowledge. What you can expect: Reference desigining I'll give you some tips on what a 3D reference must show, what will make your life easier in the next steps in PhotoshopModeling in 3Ds Max The same techniques will apply for Gmod, but 3Ds max is way easier. I show the tools and share some tricks about modeling.UVW Mapping and texturing I'll get you started on how to create textures, apply effects/shaders and build a texture in PhotoshopExporting, configs and shaders I'll teach you how to export the model, resize it and compile it for the JKA engineWhat you will need: 3D studio max Any version works really. As long as you can export to OBJ(or 3DS) it will work!Gmax + MD3 export and MD3 import You can find Gmax online and the necessary plugins on here on JKHubPhotoshop I will be using Photoshop CS6, but most versions will be able to do the same I will. GIMP is a free picture editting software, but don't have knowledge about that.JKA SDK We will use this for MD3 View and Modview. MD3 view will export the model to GLM, wich the game can read ShaderED is also a program what may be useful in the tutorial, as it makes creating shaders a lot easier!Some spare time It won't be a bad idea to get some snacks with you, it will roughly cost 2 hours or more. Optional: Pen and paper to take notes, draw around some personal sketches etc. WACOM Tablet. It's really useful for making textures. Notepad++. Useful for making shaders, skin files to compile the file with and other coding like the .sab files.I will try my best to cover up any questions you have during the broadcast, and try to show you most things that are relevant to use in the software i'll be using. I recommend to open 3D Studio Max on the background and try to copy what I do. If interested please leave a message so I know how big my class will be! I will start my Broadcast on 12:30 GMT +1 so I have time to set things up. When the broadcast goes online I will share a link below.
  14. I was thinking of multiplying the health of the mutant rancor by 10 @Asgarath83 It would be huge, so it would take you a long time to kill it on your own lol. would make a nice challenge though Anyway, here is my latest work. I've added some feet, UVW'd the model and fired up Zbrush. Zbrush (you might want to take a seat): Ideas and suggestions about the color are welcome at this point ^^ I'm doubting between red and yellow (with black spots, stripes etc.) Red might make him badass like dooku's, while yellow/brown would make him blend in with the environment more, thus add some realism. Cheers, and thanks for the support!
  15. Thanks Circa Well, I saw that model earlier yea, but it doesn't really look like the Krayt you see on the wiki page. It does look like his the carrier of the skeleton you also see in the movies, but I like this design better About the Kotor Krayt, you have Krayts and Krays. The Greater Krayt is a (waaaay) bigger subspecies of the Krayt. Compared to the usual Krayt you see in Kotor, he's a small baby. As reference I use this concept art: And I try to stay as close to this one as possible. That's why the long tail looks a little too long, but if I animate it right and make it wiggle while pointed up it will look good I think I get the idea of his tail pointed up from this window from a SW Comic, showing Dooku's Krayt I'm slowly trying to refine the head, adding too much polygons haha. But it does help me build a good form in it, and later i'll just degrade the amount of polygons so JKA can handle it. Also, I'll build him in separate parts just like they did with the rancor since the maximum amount of polygons per mesh is 1000. I'm already past that and I haven't add any details yet. So separate legs, tail, head etc, while maintaining a good edgeflow an good details. Another thing that really inspired me was when I looked at the Rancor's animation; It has a loose skin animation on his neck if he eats someone. And i'd like to add such an animation aswell. Might increase the realism, aswell as making him appear clusmy while keeping his badass look. And as you might imagine, if that beast would be killed it would take a longer than normal time to fall down to earth, and once he touches the floor he'd tremble the surrounding earth. I can imagine his head falling down and bounce up a few times before he stops moving lol Closeup of the head with wireframe overlay: Overview of the whole model (rough version): I'll probably edit the head a little more to appear more like Dooku's Krayt, and I'll later make the teeth asymmetrical also, to give him a more monsterly look. The lower jaw also needs some work done so it fits better on the upper jaw. And ofcourse, I'll add a tongue :> Cheers!
  16. You might have heard of this badboy, you might have not. If you didn't, I suggest you to take a seat since it will blow you away Recently I've read that Blender enables GLM exporting of vehicles. Since I've heard good reviews about blender I'd like to give that program a try. Basically, here's the idea! A freaking Greater Krayt Dragon. It's a beast from Tatooine. 100 meters long (tail included) and it's massive body is held up with his 10 legs. They hunt for Sarlacs, those giant worm like creatures Luke was almost thrown in, and live mostly underground. But if they do come above ground, you will notice. Star Wars Wikia In comparison to Jedi Academy, the Greater Krayt Dragon will be between 4 and 6 mutant rancors in size. The only level I know this boy can walk around in would be the swoop level, thus I'll release it with a handy huge arena. To give you a perception of size: Ofcourse it still needs some more modelling work (A shitload), and I'll have to learn more about tags later on I guess, as every other jka model has them. But that's a problem for later I guess For now, Imagine running away for that thing. And uhh... sleep well? I'll show my progress in this thread, and post any problems i'll bump into here. For now it's gonna be an epic idea right? Cheers, ~Vulc
  17. Vulcan

    Vulcy!

    Hello boys! I'd like to introduce myself. I'm Vulcan, one of the designers of the EFF clan, and join the community to showcase some of my work, as well as get new people started modding. I thought about joining jk3files, but never did. Now this community looks way more alive, so I think this is a good step I started modding in 2010. What started out as a lightsaber model has grown to a broad knowledge of almost all aspects of the game! I am modeler (characters, map objects, lightsabers), Photoshopper, mapper and like to expand my knowledge with scripting, vehicles and animations in the coming few months. A little more detailed info about myself and the software I use in my work, I use Zbrush, Ps, 3Ds max, Softimage and GTK radiant with Vue for skyboxes and ofcourse ShaderED for new shaders What I'd like to achieve with my work is inspirate others, and increase the popularity of the game, even if it's a small difference. If you need some help modding, you can PM me here aswell as on the EFF forums: www.eff-clan.org Want to hangout with me, join our server /connect jka.eff-clan.org Stay tuned for some screenshots of my work! Cheers, ~Vulc
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