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Boothand

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Everything posted by Boothand

  1. I really love the music in Curse of Monkey Island, played it a lot when I was younger. That wacky reggae playing as you stand inside a snake, grabbing blindly for ingredients which you must mix in some ridiculous combination to make it spew you out.
  2. Frog customization! https://imgur.com/gallery/zPQcK
  3. Working on updated assets for the gun and the buckler. Gun is still kind of WIP Other than that, updating and improving existing stuff and just churning through multiplayer code hell and bugzbugzbugz.
  4. Longswords =] Stayed up most of the night to make these animations and melee combat system. I'm probably gonna add lots of variety animations, but for now it works. The attacks are chosen based on where the frog has the hands. So it's controlled by animations. If you block and your hands end up on the left side and you attack, you will attack from the left etc. The blocks are chosen automatically to match the opponent's attack, when you tap the block button. It must be timed correctly. Slow mo:
  5. A video tutorial showing some of the bumps you can run into when exporting .MD3, and also shows what to do to your .ASE to make it functional. I recommend generally using .ASE instead of MD3 for map objects, as it gives greater freedom of editing textures and the placement of your textures in your pk3. However, if you need LOD support for your models, you need MD3. This is good for models with relatively high polycounts. MD3 exporter for Max 2010/2011 MD3 exporter for Max 2014 Quick summary: Make sure your meshes have a UVW Unwrap modifier in the stack.Place your model(s) at 0,0,0 coordinates. If you have several meshes, you can edit their pivot point to keep them in place.Don't make it too big nor impractically small. Too big and it will deform.For .MD3, keep the model's textures in the "models" folder structure, and also export your model here.If your texture doesn't show up, clear the material editor and re-assign and apply the textures again, before exporting.For .ASE, place your textures anywhere, and your .ASE anywhere, and open it in notepad.Replace the values of MATERIAL_NAME and MAP_NAME with the path of the texture, for each material ("textures/mapname/material"; or "models/map_objects/mapname/material")Edit the value of BITMAP - remove the full path and rather go with "..\textures\mapname\material" or "..\models\map_objects\etc\material".Test your map with sv_pure 0, so you don't have to pk3 it up!
  6. 2019 DISCLAIMER: This tutorial was not written in 2018, but in 2014. This should be considered outdated material (and probably contains shady artistic and technical advice). I recommend looking into how to do this with Blender nowadays. Welcome, welcome. In this tutorial, I will teach you some things to keep in mind when modeling for Jedi Knight, and how to get your model working in game using 3DS Max. I'm going to let you follow along as I create the character Horseton Legged and make him work in-game, which should give you some input on both human concerns and animal concerns in modeling land. I must admit I haven't been to all the corners of modeling land, and certainly not the sewers. Some of the most daunting tasks of rigging your character is automated and easy-made by some tools, and the theory behind that will not be covered in this tutorial, but can be found in others... just to save you the trouble – and myself, as I don't know what I'd do without them. We'll get there. This tutorial will be divided into different spoilers, sections with different aspects of the process depending on what you need to do. You will see that some parts are absolutely necessary to get it in game, but that there are also optional parts which might not be relevant for you. This way, you can focus on one thing at a time or select what you need. Spoilers also serve as a tool to keep your mind and milt intact, so that the tutorial won't feel like it's 20 meters long. Now, to begin. What you will definitely need for this tutorial: A 3DS Max version with an available XSI exporter (2010 plugins work on 2011).JK2 Editing Tools v1.0JK2 Editing Tools v2.0Psyk0Sith's hierarchy auto-linker.Psyk0Sith's prepared JA skeleton (even if you're modeling for JK2)Patience to try things more than one time.What you can have for this tutorial: Other modeling softwares for the modeling itself.Photoshop and/or reference images.Zbrush (very handy for texturing seamlessly, and making normal maps for your character)Other tutorials, such as Tim Appleby's, or others on the subject. However, some things have changed since the early 2000's, and if I'm doing this right, you should be able to make it through the tutorial you're currently reading.About these tools: ​ 1. Setting up the work path 2. Planning the model Reference pictures 3. Modeling 4. Finishing off and UV mapping 5. Weighting the model 6. Segmenting your model into parts and naming them 7. Linking the hierarchy and giving birth to your model 8. Exporting the .xsi and compiling your .glm 9. Making the .skin files 10. Testing the model 11. Making a .pk3 Troubleshooting The information used in this tutorial has been collected from several places, and joined together in this one. A big thanks to Psyk0sith for a lot of this information!
  7. Watched the movie a second time. The action scenes really are a joy. The fight in the throne room was the highlight for me for sure. I'm glad both directors have steered mostly clear of prequel style ballerina show combat, the lightsaber fights are my least favorite thing from the prequels. The Luke/Rey/Kylo stuff had some value. Kylo turns out to be a pretty interesting villain. But the movie otherwise is a bit of a chore and full of missing character development. Snoke didn't matter, Knights of Ren? Who were they? Were the guards the Knights of Ren? Well, doesn't matter. Rey is very 'perfect'. Luke feared she would be uncontrollable like Ben Solo, but nothing really interesting has happened with her so far. The movie has some clever parts too though. I missed it twice, but apparently Rey took the Jedi books from the tree. And Yoda says there is nothing in that library that the girl Rey does not possess, or something, as he burns the tree.
  8. How many Kyles does it take to change a lightbulb? One. He is very good at changing light bulbs.
  9. Gameplay from a test event that was set up at the 'game collective' where I work. I share offices with a bunch of other Norwegian game developers and sometimes we organize testing events with a lot of people showing up either to test, or to bring their projects.
  10. Saw it yesterday. If you liked The Force Awakens, you might like this one even more. The movie was entertaining and funny, and had some parts that were good and some that I thought were really bad. Unfortunately, a lot was predictable in the overarching plot. The increased use of humor sometimes really paid off, but took the punch out of some of the more tense action scenes. They almost didn't let a single scene go through with full suspense/shock factor without a side dose of silliness. Some genuinely funny and fitting humor examples however was when Kylo catches the lightsaber while being choked and just taps the lightsaber button for a split second, or that scene with the suit being ironed by that machine. Let's face it, the lightspeed destruction scene was a special moment. Full credits there. Let's also face it, Leia is a spacecraft and that should become a meme soon. On the more spoilery side of things: The 'Gringotts escape' scene feels like a chore to ever re-watch, as it didn't really do much for the story. Overall I think it's a well-worth watch but nothing I can't forget about in a day or two.
  11. Hahahh. How did Jabba the Hutt make this offspring.. wait, don't answer that.
  12. That would be cruel, but I'm pretty sure that's an urban legend! Every smoking frog I've met on the street has stayed intact. One time I met a frog who didn't smoke, so I gave him a high five. My hand was stuck in his fingers for a week. It was horrible, all he wanted to eat was bugs. In a couple of years you'll make a full conversion mod called Gun & Briefcase. In exchange I'll make a full frog conversion mod for JK2, replacing Kyle with a frog, and Desann is just a big fly zooming around flopping its wings. Tavion is a cricket. And Jan is just Jan, she offers no second thought to being a frog's girlfriend.
  13. Hahah, because he looks like a pimp when he walks? Alas, I cannot promote smoking, it would be a bad influence on frogs all over the internet.
  14. Another imgur GIF gallery showing some snapshots from retopoing a sculpt, texturing it, animating and getting it into Unreal Engine. https://imgur.com/gallery/Ex2NC
  15. Some animations from today on my WIP Frog Idle Crouch Idle Walk Run Hard Landing Get up (after landing on its butt)
  16. The problem is when people do want to spend real money on them though. EA urges you to do it when you realize you are unfairly outmatched by people who paid. Unlocking via gameplay might appeal to someone, but there's a design decision that makes it problematic to simply say that you don't have to if you don't want. Which is true, but.. surely some responsibility must be on EA here.
  17. I think the short answer is that OpenJK isn't for gameplay enhancing stuff. Have seen physics related stuff before though. Xycaleth seems to have meddled with something 8 years ago: Adding networked physics in this engine isn't a very trivial task though. EDIT: Redemption mentioned this, had completely forgotten about it.
  18. Frogdoll physics: https://imgur.com/r94EYtx
  19. Keep in mind that these "unlockable" characters are on top of the price you already have to pay for the game. They have removed the 'request refund button' from their site. In this case, people should complain, but of course this doesn't mean that the people who worked on the game are at fault. But I'm a bit baffled at the controversial decisions EA makes at the marketing level. And I'm not so sure they're trying to do right by its consumers. I guess we'll see how this turns out soon.
  20. Made an imgur album to show the progress of the game, during the idea stage and early development in various engines. Hopefully it's interesting for someone! https://imgur.com/gallery/gG2Ja
  21. You know I can't resist putting animals into this game. If you can wait a good while though..
  22. Some progress on one of the frogs, sculpt in Blender:
  23. Holy mantracker, Langerd! That pumpkin animation is brilliant, never thought I'd see something like that in a JK map!
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