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Boothand

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Everything posted by Boothand

  1. Could be fun to re-make the N64 maps, only switch out the Goombas with stormtroopers, and for example put Desann on the top of the hill I'll let you pet him first, if I get him in game!
  2. The faster I go, the smaller I become, yet all the more branches I grow. What am I?

    1. Show previous comments  20 more
    2. Ping

      Ping

      And this is why I hate riddles.

    3. Boothand

      Boothand

      That's right! Indeed I had to use figurative speech to make those things true, and interesting observation about the properties :D. I don't know if it would qualify for a true riddlebook, although I'm sure some people might guess it now and then.

    4. z3filus
  3. @@minilogoguy18 or @@mrwonko This is how the skeleton looks when I import the glm (in 2.64 and 2.72). Is this correct, or could something be wrong? Some of those bones look a tad short, like there's only a hint at the direction they're going.
  4. Wonder what will become of this... Perhaps an NPC. Admittedely I've always wanted to play as Yoshi, but afraid he would look silly in human proportions. But perhaps not so stupid? I'm just around 700 verts yet, so I'm aiming for some more detail in the hands, and of course the saddle on his back. With that said, he would almost be perfect for the Tauntaun skeleton... Yes... perhaps a Yoshi vehicle?
  5. Tutorials are enough to learn 3D modeling for sure. Check out the youtube link to the 3DS Max learning channel, and watch the beginner's videos
  6. Yeah I didn't mean for you to shoot it, but that the fact that it's changeable via certain events would mean that it's probably changeable via script at the very least also. It might be they work on other than breakables, or that you could use a breakable (and make it unbreakable ). So I suppose if you assigned it an animmap shader and then via script set "disable shader anim" to true whenever it doesn't speak, would work. Again, depending on the amount of audio, it would be time consuming to manually script the timing for that to be true or false.
  7. I recall being able to shoot func_statics or doors, and have them change their texture. I used it to iterate through a texture sequence from 1 to 7 or so, triggered by damage. Not sure what method you would use to sync it up to the audio file(s). Though I'm sure it can be scripted with some patience. You could switch between an idle texture/shader and an animmap texture/shader if you got the timing right. As for the exact method on switching the texture by script, I can't think of what that is at the moment.
  8. I would start off by getting a 3ds Max newer than max 7 (it belongs to the past!). It is no longer required to have these old versions to export correctly. I'm sure you should be able to go with at least Max 2013. Are you a student? In case, you can get a free 3-year student license of a full-worthy 3ds Max here: http://www.autodesk.com/education/free-software/3ds-max (or any other Autodesk software pretty much!). Starting off modeling is much about following beginner's tutorials, learning what a model consists of and how to effectively make appopriate changes. What you need to learn for games is "low poly" modeling, but any beginner's tutorial should help you on your way, even if it uses smoothing or high poly levels. Don't take on too big tasks before you know how modeling works though! There are some recources here on lightsaber modeling, like this and this (or just here: https://www.youtube.com/results?search_query=jka+modeling) but keep in mind that a lot of tutorials on this site assume you know the basics and teach what's specific to this game instead. This channel should be helpful when you're starting out in 3ds Max: https://www.youtube.com/user/3dsMaxHowTos/playlists Also keep in mind that since you're beginner, any other software could be an equally reasonable place to start. As an example, Blender is free and still has more features than all or most other 3d packages. It also has an interface that lets you type what you want to do and use incredible shortcuts, instead of spending minutes carefully looking through every menu in the program. But anything you can get used to and which is supported with appropriate exporters in the modding community (like 3ds Max, Blender, Softimage) are good softwares to start with. Most important are the modeling concepts themselves
  9. Decided to try MBII. On Steam, all animations are broken and wrong. Any ideas?

    1. Show previous comments  9 more
    2. ensiform

      ensiform

      Ya the +set is critical, or else it won't set the fs_game at all/early enough.

    3. Onysfx

      Onysfx

      If I see you ingame, I can help teach you the saber system. I'm not a pro myself, but I can certainly help :).

    4. Boothand
  10. Looking forward to a full playthrough. Counting down slowly from 1000!
  11. I know some video editors give a bad preview when you haven't set the project settings to correspond with the video source's resolution.
  12. The transition happened, but it didn't save my progress in terms of health, weaponry or other items - quite the contrary, I evolved into a Jedi master and got a lightsaber each time a level transition occured
  13. Boothand

    Rend2 beta

    You can get the current version at https://github.com/JACoders/OpenJK/tree/rend2 (download as zip). The way I remember it, you put rend2 specific shaders in .mtr files in your /shaders folder, which will overwrite shaders with the same name for vanilla. cl_renderer must be set to rend2. @@Xycaleth can give you some more useful tips and commands, or you could look through the rend2 thread for some of them.. I can't remember them at the moment. An example shader for something I have in my base folder: EDIT: Forgot that the Github links to the project, not a pre-built dll!
  14. You can create level design in Unreal Engine and have it look more impressive and have the same functions as maps in Jedi Knight - but you won't be able to run the game Jedi Academy on that engine, even if you tried porting over gameplay or something like that. What Movie battles III are doing is more like making a different game apart from Jedi Knight altogether, which of course means a lot of work and re-creating assets, gameplay, animations and levels etc. So if you want to modify this game, it has to be a modification for this game on this engine If you want to carry over gameplay, animations etc to UDK... legal issues set aside, that would not be a realistic approach, and would probably surpass the ambition of all or most other projects that already have several team members on JKhub. With all that said, there is still very much you can do with Jedi Academy, and with the in-progress rend2 renderer, it will be possible to make it look many times more impressive than before. Some examples: http://jkhub.org/topic/2804-rd-rend2/?p=52656 http://jkhub.org/topic/1120-moonbase-labs/?p=51424
  15. I disagree that 3ds Max is more precise (having used it 95% more than Blender) Imo, Blender is the way to go. I would simply scale the head to a realistic proportion (or leave it if it's good, get it in place, then move the verts to the corresponding points. If it's becoming too thin compared to the upper neck, just scale the bottom up or scale the upper part down. Nothing keeps you from modifying the body either to make it right.
  16. Boothand

    Secret Santa 2014

    I thank thee, Secret Santa, for the gifts you have brought my family: A dueling map consisting of two platforms with rotating ferris wheel-esque platforms between them. Should be interesting And a furry swoop especially suitable for time travelers from the 15th century who are not accustomed to these machines, and need a bit of a transition from the horseback!
  17. Actually, here's a layout more easy to edit:
  18. Here's scales, for now. You (or someone) (or me) will have to make some chain texture and give it alpha transparency for those chains, which are flat planes in this model. UV layout: https://dl.dropboxusercontent.com/u/58757568/scales_diffuse.png Model: https://dl.dropboxusercontent.com/u/58757568/scales.fbx
  19. I'm not mapping much these days, but there's something I sometimes think of. In GtkRadiant you make brushes, as usual, and they often have more sides than you really need. We caulk these sides so that they don't get rendered, but the collision detection will still be calculated. So for a map with lots of brushes, where 90% of all collision is actually hid under the ground or inside walls... wouldn't that start to impact something? Ideally, wouldn't it be better with a map consisting only of planes and models, and an equally flat single plane for every collision surface, instead of a four-sided brush that won't play any part? If so, wouldn't using a material like no-draw be more suitable than caulking unless the character is actually supposed to collide with it?
  20. Another alchemy bottle (feel free to make it a non-pee color ) https://dl.dropboxusercontent.com/u/58757568/alchbottle2.fbx https://dl.dropboxusercontent.com/u/58757568/alchbottle2_diffuse.tga (with alpha channel for transparency)
  21. Here's the new and better one without seams, and visible content inside the bottle, granted you make use of the alpha channel. It can be md3-made with Blender. Could take more requests, I enjoy these smaller ones now when learning Blender https://dl.dropboxusercontent.com/u/58757568/labbottle.fbx https://dl.dropboxusercontent.com/u/58757568/labbottle_diffuse.tga
  22. Yeah. I didn't take care with the texture, nor did I even try it out after photoshopping! So I'll make a more decent one without visible seams and faults. Could also do some other typical alchemy lab things if you have a specific thing in mind.
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