Jump to content

Boothand

Members
  • Posts

    935
  • Joined

  • Last visited

Everything posted by Boothand

  1. 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?
  2. 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!
  3. 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
  4. 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?
  5. 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:
  6. 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.
  7. I think perhaps Age of Empires, released in 1997. Played it a few days ago with a friend!
  8. 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/
  9. 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).
  10. 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.
  11. 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
  12. 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.
  13. 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
  14. Hmm, I think on Tatooine.
  15. I did have some knowledge of modeling, but even then there was a lot of basics I didn't know (see picture below for a horrifying flying oviparous animal). The internet has all the information available, and it's not as hard as many people think. If you're simply not interested in modeling etc, I understand that. I'm only one of quite many on this site who are currently able to rig models and get them into game. And in my case: I don't have the energy, I already have enough to focus on. Also, I'm already doing another requestPorting does not excite me. I enjoy making things from scratch.I don't want to become the guy who always takes these kinds of requestsAhsoka is not an animal/I wouldn't personally enjoy seeing the character in gameIf enough people in the community want her in-game, someone with motivation will do it That is perhaps the best reason why I shouldn't do it, in my opinion. Other than that, I totally know the feeling of wanting really badly to get something in game. And now that I know how, more or less, I also understand why only some requests are taken, in the sea of requests on this forum.
  16. Depends if you read "a roleplaying community" or "an ar-pee-gee", I guess.
  17. To be honest, I'm already struggling enough to progress on my current projects. It's true I helped him with that other model, but I don't really know why. There turned out to already exist a JK model of it somewhere, I don't like porting, and I had never heard of Plo Koon. I guess it was because he PMed me so much. This is the case with Ahsoka as well, never seen or heard of this character. My interest in TCW is below 0. There's not so many fast and quick solutions to rigging a model (Noesis doesn't work for that purpose by the way). It takes too much work for what I have time and inspiration to do. But really, learning the process isn't such a massive undertaking. Look at this thread on lucasforums, from just 2012. I was quite fresh, made some ridiculous models, asked Psyk0Sith a hundred questions, but after not too long I learned how to get the characters in-game and I even got a bit better at modeling. http://www.lucasforums.com/showthread.php?t=209247 (unfortunately, a lot of the pictures have disappeared)
  18. Scroll.. to the top of the last page
  19. I've changed the feet a bit, hopefully they look less like human feet now. The next step is to remove excessive edge loops from the 1st subdivision level (the closest one on the last picture I posted). Then UV mapping, texturing and rigging. I don't know how to use another vehicle/npc's animations, and I doubt that will work since I'm using my own skeleton proportions. So the last step will be animating, with my limited experience. But I'll give it a try.
  20. I think it should cover what you need. If not, maybe you could gather some things from other tutorials, even though it's for other programs. Here's the one I wrote: [sharedmedia=tutorials:tutorials:166]
  21. http://jkhub.org/tutorials/article/90-softimagexsi-joja-skeleton-bonestags-and-compiling-guide/ Also, on a side note, but slightly related, the whole tutorial editing system, as probably known, is buggy when it comes to formatting, especially if you make edits. Things like broken spoiler tags, font sizes being reset etc. I suppose that's more of a bigger-picture bug in the site's software though?
  22. Have you looked at this tutorial? http://jkhub.org/tutorials/article/90-softimagexsi-joja-skeleton-bonestags-and-compiling-guide/ It should be exactly what you were looking for.
  23. It's not a waste, the sculpts help a lot to shape and texture it. The quality doesn't really have to be so low just because they are low-poly. Check this, for example: http://jkhub.org/topic/3686-the-many-faces-of-rax-joris/?p=53989. Also, with rend2 and normal mapping, things have the potential to look way more impressive and detailed, as if they were actually high-poly models.
  24. I haven't tried scripting NPC behavior in MP quite yet, although I'd be surprised if that didn't work, since you can spawn NPCs both from the console and in a map's worldspawn.
×
×
  • Create New...