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Boothand

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Everything posted by Boothand

  1. Hmm, I think on Tatooine.
  2. 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.
  3. Depends if you read "a roleplaying community" or "an ar-pee-gee", I guess.
  4. 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)
  5. Scroll.. to the top of the last page
  6. 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.
  7. 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]
  8. 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?
  9. 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.
  10. 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.
  11. Which subdivison level should I go with for a JKA npc/vehicle? https://dl.dropboxusercontent.com/s/ze9syltzs57i0ff/Screenshot 2014-07-03 21.21.40.png

    1. Boothand

      Boothand

      You might have to manually copy/paste that link.

    2. Tempust85

      Tempust85

      A blend between the both. There's some areas that could use more poly's and some that don't.

  12. 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.
  13. Hmm? JA multiplayer has working NPCs. Or am I misunderstanding what you mean?
  14. Just tried Dark Forces for the first time. Temporarily stuck, wondering which pixel to navigate towards!

    1. Show previous comments  7 more
    2. Barricade24

      Barricade24

      Totally agree, DT.

    3. Boothand

      Boothand

      On the first level, but I'll figure it out next time I play. The sunshine was a factor last time, making it hard to see in those caves. Or holes in the walls, to be accurate!

    4. NumberWan

      NumberWan

      My favourite is the ruined city. I played through it several times.

  15. Did you try Szico's suggestion? If so, what happened? (Convert .map to .ase (there are tutorials for that) and use Noesis to convert .ase to .md3)
  16. What spawnflags are set on them? spawnflags 2 = autoclip (bad mapping practice) spawnflags 4 = lighted spawnflags 6 = lighted and autoclipped
  17. Alright. r_depthPrepass does not fix it, but it's by far no disaster for me, as my laptop used to fry itself using rend2 in any case So don't know how crucial it is to fix if it's specific for my drivers, but others may have similar problems otherwise.
  18. Yeah, I must have the latest. ATI's website and their software says I have the latest when I've tried to update (however Mudbox has prompted me to update my drivers, so it's kind of weird).
  19. Condump: http://pastebin.com/KiQsHRU1 r_depthPrepass = 1 r_ext_multisample = 0 r_ext_framebuffer_multisample = 0 r_postprocess = 1 My card supports (and now has) OpenGL version 3.3. It was discussed in an earlier thread I had about rend2 problems.
  20. ATI Mobility Radeon HD 4650. Has worked on earlier rend2s.
  21. This is what I've more or less ended up with as the sculpt, before adding eyes, teeth and a saddle separately, however changes can still be made. The sculpt serves to make a good looking diffuse map as well as a normal map for rend2. Before I make the UV maps though, I need to know which subdivision level I should reasonably proceed with, to make the best out of FPS while having a functional normal map. Any suggestions, @@Psyk0Sith perhaps? (also feel free to point out other imperfections) Current lowest subdivision level: Next subdivision level:
  22. Gave the newest (I think) rend2 a spin on the latest OpenJK. I'm currently on the computer which had lots of funky problems with rend2 in the earlier stages (ATI drivers)
  23. Ah. Well, if your model doesn't contain patches, give it a try. Otherwise, doesn't Noesis import .ase?
  24. It's in 1.5 which is what I use, and in 1.6 I think. A particular reason for using 1.4? 1.6 should be based on 1.4 and feel similar.
  25. What I would try, if not downloading a 3D modeling software, would be: Use GtkRadiant's "brushexport2" (under plugins) and export it as .OBJ from GtkRadiant (works).Use Noesis to convert to md3. If textures are missing in the md3, reassigning them usually means you have to edit it with some software and re-export with newly assigned textures.
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