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Cerez

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Everything posted by Cerez

  1. Submitted... *takes a deep breath* Done.

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    2. Cerez

      Cerez

      Call me sentimental, but I'm glad it's finally complete. :P

    3. Ping

      Ping

      Enjoy the praise.

    4. Cerez

      Cerez

      Hahaha, thanks, but I'm mostly just glad that it worked out in the end. I know it's not perfect, and it'll never be, but at least it's worthy of representing Ahsoka's character in this game, and now I can finally continue modding for JKA.

  2. 12,306 downloads

    RELEASED: 4 August 2015 AUTHOR: Cerez SUMMARY: New Model: Yes Bot: Yes NPC: Yes Team Support: Yes Custom Sounds: Yes Custom Lightsaber: Yes DESCRIPTION: A lifelike rendition of the character Ahsoka Tano, Padawan to Anakin Skywalker, from around the time of her departure from the Jedi Order. FEATURES: ----------------------------------- AHSOKA AS SINGLE-PLAYER SIDEKICK: Have Ahsoka assist you on your single-player missions. After loading a level and activating cheat mode, type this in the game's console: npc spawn ahsoka A CHATTY BOT: Ahsoka's multiplayer bot has a true-to-character, chatty personality, and is loaded with new things to say -- directly sourced from and inspired by her character talk and snap-backs from official games and TV show episodes, leading up to the end of The Clone Wars. NEW DUAL LIGHTSABER COMBINATION: Ahsoka being a dual lightsaber wielder in the traditional fashion, with a shoto blade, I've included her second lightsaber in the game's lightsaber selection menu. This allows the player to actually use a shoto (shorter bladed lightsaber). I found this makes fighting against duals a little less predictable, and helps to spice things up a bit both visually, and in terms of gameplay. Console Reference: Primary: tano Supporting (Shoto): tano2 INSTALLATION: ----------------------------------- Simply move the PK3 files into the "base" folder of your game directory. KNOWN BUGS: ----------------------------------- Slight clipping with the skirt and limbs in certain movement/poses, unavoidable due to the game's technical design limitations. CREDITS: ----------------------------------- Designed by: Cadellin and Cerez Modelled by: Cadellin Model Edited by: Cerez Weighted by: Cerez Textured by: Cadellin and Cerez Shaded by: Cerez Audio Sampling: Cerez Icon Design: Cerez NPC and Bot Files: Cerez Lightsaber Hilt by: AshuraDX SPECIAL THANKS TO: Cadellin for his patience with my fine-tunings, and for taking on this project wholeheartedly. Asgarath83 for investing countless hours into tutoring me and for all his tremendous support. AshuraDX, DT85, Archangel35757, and everyone at JKHub for their kind and generous feedback, help and support. Psyk0Sith and Spacemonkey for their incredibly useful if somewhat rough-around-the-edges tutorials on character rigging for the game. AshuraDX for his permission to use the awesome lightsaber hilt bundled with this character model. PROJECT TECHNICAL DETAILS: ----------------------------------- Total Design and Development Time: 1 year Software Used: 3DS Max, Silo, Photoshop PERMISSIONS: ----------------------------------- Hereby permission is given to anyone to edit and create derivative works of the contents of this mod under two conditions: 1. Due credit is given to the author. (If it makes sense, please also include this readme.) 2. The author is informed of the new use/release of the material (out of courtesy).
  3. @@Xycaleth, this native Mac port of ModView saved my life!!! Works beautifully on my Mac OS (10.8.5). Thank you so much for making this! 50 likes!
  4. @, thou art a genius! That's the ticket. Thanks so much!
  5. Is there any way to turn on diffused lighting across the whole map in Q3/JKA with a console command? Or turn off lighting? I want to eliminate any shadows on my models for a couple of screenshots. It's crucial...
  6. It's funny how one year of work amounts to a 5 MB download... :P

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    2. Ping

      Ping

      Video games used to fit on a floppy disk.

    3. JAWSFreelao
    4. Cerez

      Cerez

      Hahaha! Good one, JAWS. ^_^

  7. Finished with skinning!!! Finally!!!

    1. Ping

      Ping

      what are you going to do with the intestines though?

    2. Cerez

      Cerez

      Hahaha! Haven't thought about that yet. Can I send them over to you?

    3. Ping

      Ping

      Sure, I'll bake a cake.

  8. No, I meant backwards compatibility for the new facial animations -- if that's something you'd be interested in. Meaning that when designing the motion of the bones for the new facial expressions, the set of Raven default bones are used/interpreted as the key bones, and the rest as refinement bones. That way the old models that have the mouth weighted will also make use of the new animations. (For example, a more stretched, natural smile instead of the "V" shaped goof.)
  9. Wow, that's a superb base, dark_apprentice!! You've already captured the essence of the character -- which is the most challenging task. Awesome work so far, looking forward to this. Edit: The lightsaber by his side: can you rig that separately to the hips (as a sub-object), so that it can be turned off (in the skin file) based on player preference?
  10. I'm not sure if this is redundant, but what if there were two possible stages for the facial animation: one utilising the Raven facial bones (simplified animation for base JKA), and one using the new face.gla (advanced animation for JKE). Then we could have backwards support, and fall back on the Raven bones if the new face.gla bones are not present in the model. I think it may be worth to invest time in backwards compatibility (for the sake of preserving everyone's work through all these years, and the sake of the adoption rate of the new animation system). This means that new character models, optimised for the new animation system, will be more detailed in their facial animation, but that older models (whose authors are no longer active in the community) will still benefit from the new implementation (as much as possible with Raven's facial bones).
  11. What's the code-side situation with this project. Do we have a working prototype implemented yet, or am I speaking too early?
  12. Just a small update: The edges are done, and I'm almost done with skinning!!! (Just the hands skin shading left, which I'll try to attend to today.)
  13. Thanks. @@Xycaleth?
  14. Thanks. I didn't know that "playermodel" loaded the NPC in SP. That's quite interesting. What about bots, guys? Is there any way to scale bots in base JKA MP?
  15. Thanks. You're right, the darker area looked a bit flat. I've added a little more definition to it:
  16. Hmm... does OpenJK support model scaling (i.e like modelscale.cfg in JA+) in a base game? I know you can scale an NPC, but is there any way to scale a bot/player model in base JKA?
  17. @@NumberWan, @@IrocJeff, @, the Mortis episodes are actually an homage to 2001 - A Space Odyssey, and as such they are not meant to be taken too seriously. The events that take place are more symbolic than actually happening, and Mortis itself does not really exist. It's like an alternate dimension where anything can happen, and it feeds on the characters' emotional world.
  18. @@AshuraDX Haven't added the "3D" edges of the bodice and arm straps yet...
  19. Do a search for the file on your PC. If you have/had a previous version of SDL it will show up (I think it's in the "system" folder in Windows). You can put it either directly in the game's directory, or system-wide into Windows. But if you're compiling, I guess you'll need it to be installed system-wide. Have you tried what @@Didz said?
  20. Sorry, you're right. I guess I've gotten too used to the convenience of Linux. https://www.libsdl.org/download-2.0.php
  21. It's best to install it through Windows Update on Windows. It should offer the latest version.
  22. Whoever made the original facial animations for JK at Raven had no idea how muscles in the face actually work... :/

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    2. Archangel35757

      Archangel35757

      ...I'm also hoping that rend2 will eventually support animated wrinkle maps (@Xycaleth, please).

    3. DrXann

      DrXann

      Elite Force 2 does a better job at facial animations for the last game with idtech3

    4. eezstreet

      eezstreet

      Elite Force 2 is on (basically) a different engine. It's id Tech but heavily modified.

  23. In that case during the import process this/these verts are accidentally altered by Blender (and its plugin).
  24. It's not about how old it is. It is whether the graphics card has the right implementation for the dynamic glow, and whether it plays it without having to rely on a lot of resources to do it. It's about the model and make of the graphics card, not so much about the age of the computer -- though newer naturally helps, and updating the driver(s) sometimes adds the implementation to the graphics card, fixing the lack, as @ rightly pointed out.
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