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Everything posted by Boothand
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Need help on completing frankensteining model
Boothand replied to Kiaiko's topic in Modding Assistance
It's un-intuitive, but avoid the bottom, and click the "Download: merc cade3.blend" on the top of the page. -
I don't know about the SOF2 entities, but the JKA path_corner (at least in SP mode) has a turn_train spawnflag (spawnflags 1) which I believe orients the train towards the next target, or towards the angle. Possible you could achieve something that way? Otherwise, don't scripts work in SOF2? That would be the easiest and best solution.
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http://mapping.jkhub.org/richdiesal/richdiesal.htm http://www.heppler.com/shader/ http://q3map2.robotrenegade.com/docs/shader_manual/contents.html https://translate.google.com !
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I've seen such behavior before, but that was before I learned how to edit the paths correctly. I'll test it out, just to be sure, and PM you, so the thread can stay on course
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Try this: Place the .ase in the folder where you keep your mod's models. Put the texture in the same folder, or in some other folder where it makes sense for you to have it. Open the .ase file in notepad. Look in the material_list. Replace the value of MATERIAL_NAME with the path to the texture. This could be "models\map_objects\WampaOrSomething\bottlemap". Do the same thing with MAP_NAME. Finally, do the same thing with BITMAP, but instead of "models\map_obejcts\etc", you put two dots in front of it, like this: "..\models\map_obejcts\etc". Save, and place it in GtkRadiant like a normal model, and it will show up textured.Resize the model with _modelscale and a normalized value.
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I'm quite sure it works with JK2 as well. It's supposed to be all text, yep! You can select the .ase model from the misc_model selection in GtkRadiant. Check this tutorial (you might not have to watch the video) for some more details on how to assign the texture, but you might figure it out without it. The advantage is that you can put the texture wherever you want, instead of using the folder structure I exported with.
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I made a beer-bottle for you, if you want to use it. https://dl.dropboxusercontent.com/u/58757568/beerbottle.ASE Texture here. Still left some texturing work for you, but you can re-texture it any way you like. UV template here. I also left an alpha channel with some selections for you to play around with, if you want to make the bottle transparent. Open the .ase and change the paths and names under "bottlematerial" to match the location of your final texture
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Arr, I don't think there's a way to get that in 1.6.4. I miss it as well, and that's one of the reasons why I much prefer 1.5. Both versions have features the other misses though.
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Unreal 4 Engine, does anybody have it?
Boothand replied to CaptainCrazy's topic in Art, Media & Technology
When did someone get mocked? Unreal engine is a great tool, but remains a toolkit, or a template so to speak. Not to say it shouldn't be used, it's great training to get your assets interactive. But yeah, I think it becomes un-optimal when it gets used to do something else than what it was designed for, when it comes to actually making a full game. So, maybe UDK would be enough to see your ideas through, rather than buying the first month of UE4? -
Today's recording: https://soundcloud.com/negnaw/snap
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Hmm, I can imagine the mission where you defuse bombs would have many cases of de/-activated triggers, if you need reference. How about just place one target_activate in the dead end, and connect it to the trigger which then runs next time the player goes back?
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Request for a Compiling tutorial
Boothand replied to Lamented's topic in General Modding Discussions
I would use Psyk0's rigged JA skeleton project file, and use a GLM importer to import the different models you need. Google the basics of 3DS Max to find out how to detach polygons and move around objects where you need them (unless you're familar with 3DS Max already). Attach the body parts and make it into one single object.Line it up with the skeleton (and never edit the skeleton).Reset X-form and google how to weight your model to the skeleton.Detach the body parts while keeping the weight information (explained in my tut) and name them.Either use the auto-hierarchy linker, or check some of the other tutorials (like Tim Appleby's) for the recipe on linking the hierarchy.Then finally export it with an exporter for the .XSI format, and follow any of the tutorials on this site that explain what comes after.That's a summary, but the tutorials on this site will mostly cover the Jedi Knight-specifics, rather than the basic training for the softwares itself. That's probably the best place to start! -
Request for a Compiling tutorial
Boothand replied to Lamented's topic in General Modding Discussions
A lot of the process is non-JKA specific, and should be googled for guidance on, such as weighting. Could you be more specific on what you need help with, granted you have found a GLM importer? What program will you use? Be sure to also check other tutorials in case of missing information http://psyko3d.50webs.com/tuts.html -
I'd really like to see Qui Gon Jinn. Or perhaps a Leia model that looks like a respectable woman. Han Solo, unless Archangel makes that one! Perhaps an Ep 1 Obi-Wan. On a side note, you don't happen to have an ESB Luke project that could be made compatible with JK2 lying around?
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Yay! My next 3 years will, in one month, be spent studying Game technology and simulation!
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I'm back and able to work on this again, but I'm still a bit in limbo regarding what I wrote in my last post about the skeleton. First of all, where is the Dewback? I really prefer to use it only if it was base. If it's made by another modder, I feel less fine about using those animations (unless I know him/her from here). Then again, only a small chance it's possible to even do so. In the case of using it, I seem to recall GLM import didn't import the skeleton? @@DT85 What do you suggest? Texturing/UV mapping issues:
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I'll be gone a few days on a quick trip to Belgium, should be back Tuesday/Wednesday (the 15th/16th). Won't be able to do more before that. I've unwrapped the model, although the order of things suggest I weight the model to the skeleton before I finish up UV mapping, which lets me texture it. The reason is because I need to segment my model into different parts, and each segment needs its own UV map. However, it's a benefit to weight the model in one piece so that should be next up. Before I go ahead, @Ëkvas wanted me to use animations from the Dewback, but even if it's possible to import its skeleton + tags (I don't know? Anyone?), the proportions are unlikely to line up. If the difference is small enough, I might be able to stretch it to fit, if I can cooperate enough with Mudbox. If not, I'll have to rig and animate this myself, and it might look weird due to inexperience. Worst case scenario I learn a little more though.
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I think perhaps Age of Empires, released in 1997. Played it a few days ago with a friend!
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Yeah, both Zbrush and Mudbox does that. You can get Mudbox with a student license, I'm sure. Look up some speed sculpting videos on youtube, and to give you an idea: http://stephaneginier.com/sculptgl/
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I think the main suspense here is whether you'd have to re-rig the models after tweaking the vertices, and the way I understood it, Noesis only converts file formats, right? (Correct me if I'm wrong, but I can imagine you only can tweak so much before it gets weighty-wonky) In that case, the main issue isn't whether or not it's simple to tweak vertices in any standard modeling programs, but whether you're up to the technical task of re-doing weights (and possibly UV mapping, depending on the impact of your edits). Simply editing and adjusting already finished models wouldn't be more simple if it was built into unrelated software like Noesis, or into a *super simple tool*. Standard 3D softwares all are fairly simple when it's just about tweaking what's already there, and if it's too technical you could try Zbrush/Mudbox for another approach (with model painting too).
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I'm UV mapping the orray model, and I want to have a separate UV map for some of the bodyparts, like the head for instance. Is there a way to do this without segmenting the model into different parts? And would that work for the way JKA handles texture assignment? I haven't found anything on google about that. I might have to segment it either way, due to the vertex limit per mesh, but it's one of the things I've been wondering about for some time in any case.
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For those of you that haven't tried this, it's a surreal experience! Make sure to use headphones. I wonder how this could be implemented in games. https://www.youtube.com/watch?v=8IXm6SuUigI
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I mainly use 3DS Max. You often use just big boxes for the main shapes, and try to determine how to make it anatomically healthy, as a foundation. The rest is usually a matter of adding loops, for example a loop around the width of the leg, torso or arm. This gives you vertices to pull in or out. So a big part of it is just learning where you need loops and where they can be spared. Another thing to keep in mind is that characters are usually modeled symmetrically. So you really only make one leg, one arm, half of the face and so on, for the most part. Just to give you an idea of a starting point: Detail in faces is also usually a matter of making the basic blocks, and then looping around the mouth and eyes and over the nose etc, to give you more points to pull in and out. With such starting points, it's not unusual to make high-poly sculpts (Mudbox or Zbrush for example), using very subdivided versions of the models. That can be used to extract texture detail directly from the small details in the sculpt, and it can help shaping it properly, so that when you remove the subdivisions again, you're left with a more accurate shape.
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Have any of you signed up for a free student license of 3ds Max or other Autodesk software? The only requirement is that you are a student, somewhere. http://www.autodesk.com/education/free-software/all
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Model (Conversion) Request: Ahsoka Tano
Boothand replied to Cerez's topic in Mod Requests & Suggestions
HAHA!