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Everything posted by Cerez
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So there's no way to change the character opacity in the original, retail MP game without having to use cheats, then? But this custom coding tip is truly handy -- thanks @Tr!Force!
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Thanks @@AshuraDX. Those n-gons don't actually exist! They're two adjacent rectangles. I don't know why the Sketchfab viewer interprets them as one... something weird on their side. Yes, I've just finished adding the textures.
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I'm not sure if this question has been asked before, but is it possible to somehow import a BSP into GTKRadiant the way we import GLMs into Blender? For SP scripting work, it would be extremely handy to be able to add camera points and NPCs to an already released map for which we no longer have the source...
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In practice, is there (currently) any difference between a basejka and an OpenJK server?
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Here's a rare treat: Ashley cosplayed Ahsoka for a day! Full article: http://geekout.blogs.cnn.com/2012/03/06/jedi-trappings-complete-the-fan/ For those that don't know, Ashley Eckstein is the voice of Ahsoka both in The Clone Wars and in Rebels, and partially the inspiration for Ahsoka's character design (face) in The Clone Wars.
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- 40 comments
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- team support
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Both JK2 (Jedi Outcast) and JKA (Jedi Academy) fit the bill, though neither's multiplayer community is as active/large as they once were, but still enough to get a good kick out of it.
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Yep, that's all.
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For MP, is there a cvar in function equivalent to cg_thirdpersonalpha that doesn't require devmap?
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The reason Raven dropped this from JK3 is because in JK2 the hand model used for first person view was Kyle's human hand, and in JK3 they've started implementing a lot of different character choices, and each species/gender/character would need a new hand model for this to really make sense -- it was too much work for not enough benefit in the company's eyes. That said, I've experimented with this idea before. Here is a script for MP that does this for you: seta cg_fov 97 seta cg_thirdpersonalpha 0 seta cg_thirdpersonrange 0.1 seta cg_thirdpersonvertoffset 0 seta cg_thirdpersontargetdamp 1 seta cg_thirdpersoncameradamp 1 Paste it into a text file and save it as CFG extension file, then enable cheats in MP and load it up in the console with "exec nameofscript". Here is the counter-work for the script that resets all values (your view) to default: reset cg_fov reset cg_thirdpersonalpha reset cg_thirdpersonrange reset cg_thirdpersonvertoffset reset cg_thirdpersontargetdamp reset cg_thirdpersoncameradamp You could also bind these scripts to two keys.
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Never mind, fixed it myself. For anyone else wondering the same question, just rename the "torsoa" caps (and only the caps) to "torsod". "torsoa" is actually turned off, "torsod" is in use, and that's why we were getting the missing caps on the shoulders. It's just an oversight in the SKIN file by the author.
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Does anyone have the fixed SKIN file for Alaora's caps by any chance? http://jkhub.org/files/file/995-alaora/
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I still disagree with the importance of the size and shape of the skull -- especially with shorter or flattened hairstyles -- but these pointers for the mouth/lips are superb! If we're going by this, then I too recommend we design models with the "relaxed" lips/mouth. This is a nice middle ground between the drooping and the horizontal, and it feels natural and pleasant to look at.
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I can see your point of view... I guess it's a question of what you want to make the new standard face template/base for the new facial animations. If the animation will be responsible for lifting the drooping corners of the mouth to a lively and neutral position, then by all means the models need to have a dead-fish expression when they are designed. On the other hand, a horizontal position for the corners of the mouth would eliminate the need for lifting the corners to create the lively, neutral steady expression, and still allow you to bring it up to a smile or bring it down to a frown/sadness, or a dead expression (but in this case that would require animation work to accomplish). Either way works. It depends on what you choose to implement. When we have a problem is when we design a model for one method, and end up implementing the other method for animating the facial expressions.
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I've modelled it in Silo, not Blender, so the open OBJ format is our only option to get it into Blender, I think. Okay, I'll finish the UV seams and textures, and I'll PM it to you -- and you let me know if you have difficulties converting it to MD3. Sure, why not. Let's release it under this free license: https://creativecommons.org/licenses/by-nc/3.0/
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I think the way our mouth stands in its natural, "relaxed" state is often reflective of our mood. When we die, I expect everyone's mouth would more or less droop like that, but while we're living, even while we're relaxed, we do keep our muscles active to an extent -- so if we're in a relatively okay/good mood, we'd keep our lips more or less horizontal. But that's just my two cents.
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Depends on the shape of the mouth/lips. You have individuals whose lips/mouth curve(s) into a smile even when they're solemn -- actress Meg Ryan is a prime example. But in Mandy's case they're almost completely horizontal when relaxed (with that little up-turned shadow/groove at the corner of the lips that we usually texture in JKA).
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You're making him your son -- meaning that his mind is blown; he's grateful.
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Finished with the wings and the geometry. Take it for a 3D spin and let me know if it looks good. We're at 929 vertices, so we're just right. If everything's fine, I'll add the UV seams and create a rough texture for it. Can you export it to MD3 from OBJ? You know more about this than I do.
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The corners just need to be lifted a little bit from a frown into a neutral position. I'm going to summon/invite my senpai, @@AshuraDX, as well for his insight on human anatomy.
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??? I'm using image tags. Using tinypic.com to upload them... Do you only see links?
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Perhaps it's clearer to see what I meant to say this way: This is just a rough mockup as illustration. If you agree, @@Archangel35757, I'll also post my original measurements/proposal and visual guide here. The outer border of the red line represents the outline of the shape of the cranium:
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Didn't post it for the letters, more the visual reference between the proportions/shape of the skull and Mandy's font-on profile shot, but if you're interested in the male-female difference: http://www.dipaola.org/stanford/facial/class5notes.html
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Looks great, just don't forget to add a little side volume, too, to the cranium: