Jump to content

Alvar007

Members
  • Posts

    73
  • Joined

  • Last visited

Posts posted by Alvar007

  1. Hey, it's been a while since I last posted on this site.

    I just wanted to show you what I've been working on for this past 3 years. I have been learning Kotor modding and the new tools the community have created. They are really amazing and thanks to their effort I was able to create this machinima that you can watch here:

    The texts are in spanish but I added english subtitles where necessary, I really hope you enjoy it. If you wanna watch the first part to this you can do so in the same Youtube channel or here:

    I created this back in 2015 when I first started learning a little bit of Kotor modding.

    Now I will move on to create another projects but I will come back to keep making mods and machinimas with Jedi Academy for sure. I still have to finish the machinima series I started a few years ago.

    It's also so nice to see the community still creating things for this beloved game, and I'm glad I'm part of it.

    See y'all!

    DarthValeria and Smoo like this
  2. 26 minutes ago, DarthValeria said:

    You can find voice actors in ccc for english version ^_^

    Maybe i can help you with that , i know some actors who can ?

    Oh, that's not a problem since I used the dialogue from the series. So I just would have to replace them with the english version. But thanks anyway!

  3. Hello everyone! So after working during all this summer and part of the new course I finally finished the first episode of my machinima series which you can check out here if you want: https://jkhub.org/forums/topic/11394-star-wars-crime-lords
    This means that I finally uploaded my Mandalore map for you guys and it's waiting for approval right now. There are all 3 versions in there.

    I also wanted to release the mandalorian supercommandos I did with the help of ShengLong Kazama, so here you go:

    rCGbQRK.png

    huV5kvl.png

    https://www.mediafire.com/file/qooxqk09l87es57/mscs.pk3/file

    On a side note: last year summer I bought a Xbox 360 Kinect sensor to play Star Wars Kinect (which is an awesome game btw) and I discovered that you can use the sensor to make motion capture animations, so I'm definitely going to try that for my next projects. Just imagine: realistic motion captures animations inside JKA! Although I'm gonna be mixing my projects, so probably my next one is not gonna be JK related. I'm probably going to make the second episode of the Kotor machinima that you can see on my channel, which is now open to the public btw.
    Also I have moved to a more quiet and better place so things should be going faster now.

    Anyway, hope you enjoy all of this!
     

    Noodle, Odeyseis and Lancelot like this
  4. This machinima series is an alternative view of the events that take place on The Clone Wars series.
    The story begins right after the death of Pre Vizsla, Maul has now control of Mandalore and plans to expand his criminal empire into a galactic underworld. But first he has to tie some loose ends in this first episode:

    https://www.youtube.com/watch?v=WzOwZsiTfqQ

    I plan to do 4 episodes for this series, but I'm gonna be mixing my projects so don't expect them all at once. Also don't worry about the language in the video: I've added english subtitles for y'all as close as the source material as possible so that you can understand it without any problems.

    Hope you enjoy!
     

  5. The problem is within the playermodel's .glm themselves. I was just having this problem right now with the Death Watch pack released by JAWS, the npcs were aiming too high. I opened the models in blender and saw that they had no head tags. So I imported the head tags from the kyle model and now they work just fine. Try to open them in blender and see what's wrong or if you don't know how to do it I can take a look at them for you, just send them over.

  6. We did "models/players/_humanoid/gorc/_humanoid.gla" and it also required 1 other work around, no saber style worked unless we added the yellow style. For some reason the game needed the yellow style to be present for any other style to be used. Simply just duplicated all the frames for the strong style (the only one used) and added lines for the yellow style but bound his saber style to the strong style via the SAB file and voila.

     

    That directory was ofc just where the GLM/GLA was compiled, the GLM was moved to "models/players/gorc" afterwards which is just fine.

     

    Also, I'm using Softimage and Assimilate because well, it just works.

     

    Oh my fucking god it works now! I just exported the GLA as "_humanoid.gla" inside the model's folder within the _humanoid folder like you said. Then exported the GLM and moved it to models/players/modelfolder.

    I didn't even have to mess with the styles, just worked fine. Many thanks!

     

     

    Noesis is third party software and completely unrelated to the games code though, it should also work in modview.

     

    The game only performs weapon bolting for specific models. If you were to force the rancor model on a human player and equipped a weapon it would

     

    @@minilogoguy18#2033 had this same issue when he was working at Gorc for the DF2 mod, iirc moving the gla file to a folder name _humanoid_gorc solved it for him.

    Best to do a clean export with the new directory selected from the start.

     

    What I meant was that the GLA noesis exports shows the weapon ingame, not inside noesis itself. Also the weapons do not show up in modview, just like they don't show up for the base animations either. But they show up ingame so it's all good. Thanks again!

  7. This is insanely good. This is just for machinima? You should be making SP missions out of these!

     

    Oh my god, thank you so much! I definitely want to try to do some of that in the future.

     

     

    I have encountered this problem when I made my turntable model.

    Are your new gla's located in models/players/_humanoid_x/* or anything following that pattern?

     

    If not that's your problem, the games code seems to expect a _humanoid skeleton to bolt weapons to tags and it seems to verify this based on the gla filepath

     

    Just tried this, it doesn't seem to work. I think it's something related to blender since noesis can show the weapons fine regardless of the path but it has the freeze frame problem.

  8. So as I said in the past I've been working on something that I wanted to implement on my machinimas. Basically it's adding proper facial animations with moving eyes and everything using custom skeletons. At first I tried doing this on Maya since it was the program I was using and then export the fbx to glm with noesis. But for some reason noesis doesn't export the glm correctly and causes the model to have no animation. It is stuck in the first frame and it won't play any animation no matter what. Anyone knows why this is caused?
     
    Anyway, after trying every route possible without using blender (because I was so scared of the interface) I finally had no choice. And guess what: I learned it in like two days! And omg is it awesome. It's like designed so comfortably for the user once you learn the main shortcuts and get used to the interface which I now understand quite well. Definitely sticking with it for the rest of my animations.
     
    So I started creating a custom skeleton from the base humanoid one. First I replaced the static eyes with a perfect sphere and made it fit on the eyeballs with the rotation not going out of the sockets. For that I used two bones centered on the spheres and followed by a helper bone like you can see here:

     

     

    lBvVpHW.gif

     

     

    Then I added some IK constraints to the arms and the legs (also fixing the base hierarchy since I was on it):

     

     

    bIMRubu.gif

    WCtWVUl.gif

    Xx8mPfa.gif

    o4L3WVi.gif

     

     

     

    I wanted to test this ingame so I created several animations using this custom skeletons and I created one gla per animation. But when I wanted to merge all the gla files with glamerge the model was screwed up. This doesn't happen with the gla's produced by carcass, so I guess glamerge doesn't like blender. Anyone knows why? In the end I had one gla per animation but this is not ideal at all. I would like to have them in one file if possible. At least the animations played properly ingame as you can see in the final result:

     

    https://www.youtube.com/watch?v=0_wOCquq64M

     

    There is another problem though, when exporting the gla with blender the weapons ingame seem to not show up. The one you see in the video is just part of the glm itself, it's not a separated tag. This doesn't happen with noesis, the weapon shows fine but I have the freeze frame problem. Someone knows why is this? It would be great to have these sort of problems solved.

     

    On another note: I'm gonna start working on the first episode of my machinima this summer as soon as I finish my exams. This one took ages to make because it was a frame-by-frame recreation scene, but I won't be making every single scene on my machinimas like this. Only some close-ups and the ones that require it. So it should be finished by the end of the summer before the next course starts. Then when it's done I will release the map for you guys as I promised. In the meantime, I hope you can enjoy this. See ya!

     

    Jeff, Langerd, Circa and 8 others like this
  9. Looks really cool. Some things could improve regarding animations (mainly fluency of movement) and there needs to be more dramatically lighting, but otherwise it's pretty good for one of your first videos on Maya! Hopefully we'll see more in the future.

    I know dude! Animating is really a pain and it's hard to make it look realistic. Regarding lighting I spent some time trying to make it look like the show but it was really a trial and error. I want to improve on it so maybe you could elaborate on that? What do you mean dramatically lighting? Do you have any good tutorials on it?

    Thanks for your comment nevertheless.

  10. Hey, it's me again. So after more than a year without posting anything, I am now back with something I've been working since last summer. Initially it was just a side project while I was doing my machinimas but it took way too much longer than expected. Especially being so busy with studies and stuff. It's a The Clone Wars style animation, made in Maya. I guess it's good timing that I finished it now with the 10th anniversary of the movie and the recent announcement of the series coming back.

     

    I wanted to get into this animation world so I decided to give it a try. It's no perfect by any means but I learned a lot during the process. Also another thing that motivated me into start doing this was this mixamo site were you can upload any humanoid character and it will auto rig it pretty well. Then you can apply any of the animations they have in the site like I did in this animation. Other animations were done entirely by me (like the walking battle droid animation), and things like the blaster bolts and the binoculars view were done in After Effects.

     

    I can't believe I can use Maya very fluently now. I wish there were some GLM/GLA plugins for it so that Maya users could also mod JKA easily.

    Anyway, here's the animation:

     


     

    Now the rest of the summer I should be able to start working on something I want to implement on my machinimas that I think will improve them. I will try to post again before the course starts to show you guys what I'm working on. Anyway, I hope you enjoy it.

     

    Kualan, Jeff, DarthValeria and 3 others like this
  11. @@Alvar007 that's definitely re-assuring to hear, thanks! also glad that you feel the same frustration I did at the first system.

     

    I had no idea from watching the footage that there was some kind of stamina system and that makes me happy to hear there's not just going to be infinite spam-fests. I guess I only have two more questions in regard of the sabering:

     

    1. what was it like to perform aerial attacks? in the first game they were pretty damn clunky (surprise, surprise) where you would perform one preset animation and then get kind of stuck in your trajectory.

    2. what was saber vs. saber like? I've only seen one bit of footage in this regard but it looked like a huge spam-fest of who could click the fastest. was hoping for a more tactical approach like dodging out of the way and a more natural blocking system.

    1. When you use an ability in the air you won't get stuck like before, but to be honest you don't use this too much to attack since the abilities were mostly to be played on the ground (at least with the heroes in the alpha). I used force jump more like an escape form.

    2. That's basically what you said. I didn't try to block though, since whenever I came across a saber fight either the enemy caught me by surprise or viceversa and I nearly had time to react. Besides, in this build Maul can't block and they haven't decided yet if that's gonna be his final state.

    DarthDementous likes this
×
×
  • Create New...