Jump to content

Rooxon

Members
  • Posts

    760
  • Joined

  • Last visited

Everything posted by Rooxon

  1. The client is the creator I'm doing this for our own firm, I'll be the next boss of the bakery in a year or so. Well I'll try drawing it and I'll upload the pic afterwards.
  2. @@Angel Soul Well, first off thank you! Partly my goal is to create a more or less simple, but unique logo. That's why I went ahead and drawn the letters myself and the wheat up above.. You really think something's missing up there in the other corner? I thought it was allright with just the wheat in the upper left... hmm I need to make good decisions, as this is quite a serious task I've taken up.
  3. @ How are the designs, any news?
  4. @@Archangel35757 Allright, then I'll just trust your judgement It's just my own opinion, anyway. Are you going to make the body also or just the head?
  5. Take a look at your last post on the 3rd site @@Archangel35757 and read this list, you may forever wish me damnation if I'm not right: 1. Make the eyes 10% bigger (not eyebrows, they'd need 5% scaling at the most to be perfect to the reference) 2. Make the nose bridge 10-15% wider 3. Change the center lip line to a more horizontal one (imagine with animations, she'll look sad all the time if you don't) 4. Shorten the lowest ear area by about 30%... I can make a quick photoshop pic if you want 5. Also, if I wanted to make it look like the reference, I'd slim the upper part of the ear a little bit down. This one is completely unimportant Just those little things to make it look more like the reference pic. I know what you said about scaling it, but still I hope you'll take my advice. I don't mean to criticize, like saying it's not good. Gosh, you're a really good model maker, it's just my own opinion, but it's based on my knowledge/experience from the art of drawing things and the 12 years I've been doing mods for various games.
  6. All in due time, I'd like to see more faults in it before I go and make an update. As you can see, I've made quite the list going from 0.7 to 0.8
  7. Well the topic title says it pretty much in short, I've got lots of computer work at home to do right now, going from completely remaking an order-receipt system in Office Excel, a bit of refreshing new graphics on the stickers and our signs and all, so I've gone ahead and drawn something like this for our new Logotype picture: (mouse and keyboard work only) Uhm, don't mind what these words written above mean, basically it's "Bakery Petovar". I'm interested in what you think, professionals and from everybody else too! I've made it through brush and shape tool work, a bit of text I used just for the borders and drawn the letters on my own over them (4 hours of correcting, duhh) and a little bit of overlay gradient, for now. I mean to color it, but this might need some additional drawing corrections, and it's gonna take a bit more work. For now, it's allright because I need a B&W version separately for use on the new receipt sheets, anyway. FYI I have to work on this rather than mods right now. It's depressing, even though I haven't got much free time for the computer most times.
  8. Sure, but I'd still move them just a LITTLE bit lower, it's allright, because we can't see yet how it will actually look with modeled hair. Maybe you'll do that at the end when you do the final touches to the model, or maybe you really won't need to and it will look splendid! Still, zefilus has given me some thought, there's some truth in what he said, also.
  9. Schouldn't the eyes be more in the centre of the face? dunno, it's just what I've been taught in drawing class. Other than that, it looks really great so far!
  10. @@Psyk0Sith you're also still around? Remember me from the old days, back in 2004/05? I was quite active on JK3files but under different names. My last one, which I had for 3 years, was master_rookus But it's true, I'm already playing with the Luke model, that looks exactly like him from the movies. Kyle is in a big need of a remake. And right after him, ROSH everybody. Is there any Rosh remodeling going on? Else I could take a try at it.
  11. @@Archangel35757 Hm, you're right! You remember when I told you I'm gonna keep this as a second option if need ever arises? Now it's happened and I totaly forgot I have max7... But no matter, one more thing I noticed was that this hilt had it's vertcount quite high, the single model was out of 7 parts and the staff 16, the first two hilts were about a third lower in both aspects. Could this be the cause? I just want to resolve this somehow, It's depressing it started making problems now, when it worked already fine for the first two... I will also try to uninstall 3dsmax2012 and installing it again, equiping it with the same plugins and do another run at the exporting. It's just funny that in 3dsmax2012 everything seems fine, as does in md3view. The problem appears in ModView and crashes the game if I try to load the model. EDIT: Now I'm really confused. I didn't go to the staff counterpart of the Vindicator because of the problems, but I just tried to export it. NO ERRORS. And it was made FROM the single hilt, so now I'm lost even more. Happy it worked this time, though... I'll try to do the routine backwards, delete parts of the staff to make it a single hilt, then try to export it, hopefully it works also.
  12. Well I sure hope so, I know him from my old days or... well I've come across Chalk at some point in the past, I'm sure of that. And if nothing else, I'd love to see an Unleashed TC for JKA, I remember many tried and noone came through with it, mostly because of the force power restrictions. Or well first hand actually finishing at least the storyline or something. Yes, motivation was the main issue before, which I'm sure is not the case with Chalk.
  13. Guys I'm losing my nerves, I NEED HELP! @@Circa @@eezstreet @@Archangel35757 So the thing is, something is either really messed up with the exporter or I don't know what else. It happened to me when I exported the Vindicator Single hilt, and here's the deal; the UV Map of two parts of the saber get totally messed up, even though they're TOTALY FINE IN MD3 VIEW and 3DS MAX! I repeat, the textures show TOTALY FINE! But there's more, as soon as I open the GLM file, ModView states some surfaces aren't there, which aren't defined in the skin file at all! I tripple-checked the skin file for any spelling errors or such, but I didn't do them. I checked small/big letters for parts of the model, also, they're correct. For your information, the additional "surfaces" that appear in the error messages are basically parts of the saber with a 01 or 02 at the end. Here's the list of things I tried to do up until now: - Tried with another model, the problem persists even in those, which were previously exported just fine! - Tried reworking a simple hilt and exported, the problem persists. But it did not when I tried porting the model to gmax, smooth and UVmap it there and than exported it as an MD3, allthough the game crashes with this model - Tried the problematic model in-game with one result each time the model would need to load up: CRASH - Asked others for help, they had totaly no clue as to why this is happening. So I'm thinking, the problem could lie in the model itself, which I doubt very much as the problems continue even with previously fine exported models, or either in the MD3 exporter and maybe some of my other softwares causing it to do that. I don't know. I'm totally in the dark, I could've finished the last pack by now if this wasn't happening... If it matters, I'm using Windows 8.1 Pro build 9600 student version. In the mean time, I'm gonna try recreating the hilt a third time, this time trying to port it to gmax for smoothing and UVW Mapping before exporting it.
  14. Looks stunning, to me at least. And from the looks of it it's gonna be a hell of a revolutionary model. there's only one thing that bugs me a little bit when I looked at the pic on the previous site. Isn't the face just a little bit too small in comparison to the whole head? I know you've already fixed it, it's just.. well in the real world, i'd be half a centimeter or a whole one stretched to each side. I'm comparing him to the original model from JKA, in my head. And a bit of an off-topic question, is there any chance facial expressions could be incorporated into JKA? The face animations always seemed kinda dead to me in-game.
  15. What's going on with this mod? Is it progressing or did it come to a halt? @@DT85 @@ChalklYne ?
  16. Rooxon

    Secret Santa 2014

    Quite a nice event, I hope that many people join in! Could end up being epic and make me play through the whole SP campaing, if someone manages to do most of the things on my wishlist
  17. It's only a bug in my released weapons pack. Next update of it will fix this, otherwise try it out yourself. It doesn't seem detached with other hilts..
  18. Welcome from me also!
  19. Welcome to JKHub!
  20. I see, so to sum it up, it's good that we all started talking about this, let's see what DT85, eezstreet and the others have to say first, maybe they see some possibilities of their own. @ I meant more like a constant animation rolling alongside the _humanoid.gla animations. So that no matter if you run, walk, stand still, the players chest moves a little bit up and down, just enough to make it seem like the character breathes. If I'm not mistaken the breathing graphics (hot air from mouth) are already built in, it'd need to be synced with that. Just tell me if that would be possible, I know that you'd need to change each and every animation frame by hand if we'd use the _humanoid.gla
  21. @@McGroose Yes, that was the mod I've played. Now I remember it a bit better! So this is also quite a nice idea, that players could make collections of picked-up sabers and than before each level choose which they want to use. For this, we could also use the standard saber selection screen, we'd just need to make the list of the sabers variable or better explained, the list would need to consist out of the 1 saber the player has chosen to play with and EVERY saber the player has picked up at least once. It would also be nice to add if a saber has been picked up 2 times, it would appear in the dual-wielding menu twice, else only once. As for the Commando, I've seen them during the SP, cultists using guns. If you meant that they schould appear more, well in that case your wish gets a much bigger picture. Maybe we could work on it for JK:Enhanced, though let's not forget this is still @ 's topic so you'll need to wait for his answer. But maybe I'm a bit quick to think ahead like that, let's stay at the saber-catch mechanism. I like what @@Archangel35757 proposed, though we gotta take into account the real time in-game. We can't make such tug-of-wars too time consuming, it all needs to happen in like a second or two. Two is already a bit long, actually, because well, think. If two jedis really would mash the buttons longer, realistically speaking, anyone could shoot them to the forhead or in the case of another jedi enemy, cut them down where they stand WITH EASE. @ I have another question. Would it be possible to add breathing animations for a standing player? I saw them being used in the cutscene before Rosh and Jaden fight, Jaden is clearly breathing there and I've been thinking about this because the game as it is feels a bit dead. Liveless. Just like a game from it's time, which is now quite old already, 11 years if I'm not mistaken. And on another account, a nicer, more realitic walking animation would be nice too, now from time to time it seems like the player does move his feet but is partially floating around. Kinda anoying for videos and such things.
  22. How's it going? I could do some things also. Regarding weapons and such. You must know I've already given my word to help with Dark Pastime team doing their weapons, but I'm a huge Castlevania fan also, I've played through both LoS games, not to mention all the previous classics, GBA games, DS and so on. I could work on things for you guys after I finish at least my own Sabers project which I'm working on right now.
  23. What's more, I've seen you do animation changes. If I take a good look at the saber throw animation, the player just kinda straightens it's arm, I don't see any throw really, yet the saber launches from you at quite the speed. A bit anoying I think, could you do something concerning that? Other than this, I plan on including a few script addons for JKA regarding sabers on my own for my WeaponsHD, concerning the saber throws also. We could talk a bit and work out our plans so that we don't both work on the same things! Also, I'm availible for help if you ever need something.
×
×
  • Create New...