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Everything posted by Boothand
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The ship won't rotate with the platform unless you make both the platform and the ship rotate. A func_rotate will constantly rotate so scripting is the way to go. Also keep in mind that you need to manually create an origin brush for every moving and rotating object. Is the ship a model or made out of brushes? If it's a model, you should be able to use the method I described in this post: link. In any case, if the script doesn't work, post it (in spoiler tags) so we can have a look
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Hmm, maybe the surfacelight compiled from the sky's shader? What is it set to? Any worldspawn settings that darken the map?
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Nope!
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Some FetchD footage:
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Perfect!
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Yeah, the white one below the crosshair, seems a bit choppy resolutionwise...
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The Clone Wars (2008) Negative Criticism Thread
Boothand replied to Cerez's topic in Art, Media & Technology
I don't really go out of my way to dislike the series, but in my own world it's true that I.. don't like it, I guess. For me, it takes the indescribable feeling and mystery of the movies away, and with the focus on completely different characters that didn't exist in the Star Wars movies (or that were cut in half by a lightsaber ^^), it becomes something completely different. Star Wars at its best for me, is the story about Luke Skywalker. Also the perspective on the force and the lightsaber is a lot more personal in Luke's story and less "cocky" in my opinion. The real deal-breaker for me though is the visual style. I don't like the way any characters look. It feels like everyone looks like the humans from Ice Age. Also I'm personally very provoked by the animation style. I don't enjoy the quick snappy animations and the exaggerated movements (except in classic cartoons of course). I'm too attached to the 1970s movies style to accept TCW as genuine Star Wars. The new trilogy of the movies is fine, but TCW would provoke me too much, unfortunately. -
Nice! Perhaps reduce the scale of the wall concrete-ish texture just a tiny bit? (Or find one with higher resolution)
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@@Ping Note that CTF in JK2 1.02 is always assumed to be NF without guns. Unfortunately there doesn't seem to be a big interest for guns nowadays. I'd love it though. The videos were very good, however I think the player most players usually regard the best (NF/CTF) is Fetchd. I'll post a video if I find the one I'm looking for.
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Cool! It still kind of looks like it's tapering in the viewmodel, a bit more than what it should though?
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Not sure if the screenshots are helpful enough, but anyone has some tips or suggestions? @@AshuraDX? Again the main concern is maintaining good edge flow while reducing the density on the back of the head. I don't like these tris! I'll probably fiddle around with more fine details in the high poly sculpt soon. Also, if this was to be an interchangeable head, is there something I should take care of regarding vertex count of the neck?
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Hahaha, when McFish used splash!
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Hey If you're interested in seeing a discussion on JKHub about your project, check this thread: http://jkhub.org/topic/2413-jko-in-unreal-engine/
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Holy mantracker, how cool! ?!
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So I decided to make an attempt at a trandoshan head, for starters (based mostly on this picture). If it turns out well enough, I suppose it can be used as one of the interchangeable heads. It will have a normal map from the sculpt to make it look good in rend2! Right now I'm working on topology, and currently at 572 polygons. I've done the entire topology from scratch, vertex per vertex - so there are some things I'm not all too experienced with, but I've given it a try. Mainly I'm concerned about the transition from higher to lower densities of polygons, and would like some tips and feedback on how to properly deal with the obligatory triangles, and feedback about the general poly flow for animation purposes. I think some of the loop endings look awkward, and they're not very hard to spot here. Harp!
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Not sure if your two last replies were in part directed at me, when I said I believe everyone knows what constructive criticism is. I could be wrong. Now I'll do my best to be objective and helpful, and if I fail to do that, please point it out. Please don't end the thread yet. It would be helpful if you responded more precisely to what I said/suggested and what others have contributed with here. It's on topic after all. Don't disregard all of our responses when someone else is saying the thread sucks with no reasoning included. Ok, so many of us have given reasons why we think another approach would be better. I hope you see nothing wrong with that. Now, one thing that objectively should be insulting, is to call people close-minded. I'm not sure which response made you say that, but it would be nice if you pointed it out as well, for clarity. To be clear myself: I don't think you shouldn't write about good and bad criticism, but be mindful of how you angle it and how you think others will read it. If you do have something about constructive criticism that you think most of us are missing out on, I'd be grateful to see that. If it's only about a few people, I suggest PM again - would be nice with a response to that too.
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I'm not personally seeing that much un-constructive criticism on people's work, except a few recent occasions. Most quarrels seem a bit unrelated to WIP, in my eyes. I'm a bit skeptical to the angle of this approach, mostly because I believe everyone knows what constructive and un-constructive criticism is. Perhaps a misunderstanding could make it seem otherwise, but yeah, I think that's very basic schooling. What Xycaleth said about text and communication is one of the most important factors, as I see it I appreciate the good intentions though! But if this is not meant for everyone, perhaps it could be solved through PM with particular members who'd you like to speak to? I fear otherwise it's more likely to feel a bit lecturing when really it should be more about mutually agreeing to not be a jerk ^^. As for criticism itself, I think stating our opinion and giving a proper reasoning for it, gets us a long way!
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Cool. Maybe you could include a wireframe overview on the next update?
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I agree trandoshans could be placed there with credibility. I tried to cook up something in Zbrush now, based on the one you see in the movies. If you're interested, I could try to make a (rend2 optimized) trandoshan variation, and make a WIP thread about it? Here's so far:
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I play JK2 1.02 very much, and the difference in gameplay keeps me from really playing Jedi Academy. However, most of the mapping potential is in JKA, because of things like icarus scripting and more functional entities in MP. Also JKA has a bigger modding community nowadays (and a history of impressive maps), which motivates me to mod for JKA instead. I may not achieve what I want with lightsaber combat (unless JKG makes it work like I hope (which partially drives some of my motivation (sorry for all the parentheses))), but it has the right atmosphere still. There's something about the whole setting of the game which appeals for making totally custom things, whether it be for duels, gunplay or just adventures/campaigns. I suppose there's some nostalgia involved. And it's a game I know, along with the players that inhabit it. Not who they are, but how people play/enjoy these games. Also, with rend2, I get to do a lot of the work that goes into creating content for newer engines. I've occasionally looked for other games, and sometimes I'd want to mod for things like Mount & Blade Warband. But it's not as carefree as JK modding, and there are so many things that annoy me with that game anyway..! Which leads to my next point, that I don't really get excited about many other newer or older games to the extent that I'd like to join in a modding community for it (which is a little bit ironic, since I'm starting a 3-year game technology study in a week, but also a possible explanation for wanting to make games of my own), which also leads to the next point that I'm kind of into this community and its people, which again is enough to make me want to push my non-Star Wars creations onto it (coming in.. a while.. or some years.. probably).
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It has been discussed to some extent before: http://jkhub.org/topic/4094-request-models/?p=59581 My opinion: http://jkhub.org/topic/4094-request-models/?p=59599
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Yeah, using Max 2013 on this computer. Okay, will have to check out what shadow rigs are! Ingame null bones = the actual skeleton? Hehe yeah, doing it this way for nostalgia mostly + it reflects the kind of questionable state of the rig. Alright. I'll get back in this topic if I need more immediate assistance. I'll see if I can set the pivot point at the feet, without causing a disaster ^^. Actually, you can see in the video that the hind legs kind of bend both ways. I suspect it's because the bone isn't so much in the middle of the leg (?). I might have to re-do some things because of it though.