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Boothand

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Everything posted by Boothand

  1. I'll try with the stupidtriangle, but I believe this might be more urgent...! http://www.twitch.tv/boothand/b/496259739
  2. Cool. Any multiplayer support for those cvars?
  3. It doesn't show up in the XSI viewer, currently. Where would I place it, and where in the hierarchy? I tried googling it, but didn't find anything clear. Also, the only other tag I have is the bolt_driver one.
  4. The way I understand Archangel, the exporter creates it and does that for you.
  5. @@Archangel35757 Ok, getting the same error after collapsing the UVW modifier, and Skin was always on top, and UV-ed before rigged. Now there's only Skin in the modifier. Current hierarchy (showing modifier stacks too):
  6. They have been imported into a modeling software and exported to more common formats which UDK reads. Possible they had to reweight models for animation. You can download it from their website: http://www.unrealengine.com/en/udk/
  7. Same error. I've followed this tutorial by the way http://io.meskinaw.net/vehicle_importing_tutorial_for_ja.html
  8. If you ever played JK2, Shroomduck's mappack should definitely do the trick. Some of the maps will work in JKA, although with buggy entities. http://www.youtube.com/watch?v=4IOjCo0qmf8
  9. One moose, two macaloo - all the moosalee, I think.
  10. Do you mean like this? Hierarchy: I still get the same errors: Carcass error: and:
  11. Very excited about this. Nice work. You've said before JK2:HD will contain JKG's (or similar) saber combat system, but didn't mention it here.
  12. I'm using Max 2011. I was wrong about one thing actually, the one in the hierarchy is called B:modelRoot, so there won't be a conflict in that sense. Carcass did reject my xsi file though. Should I still unparent the skeleton and mesh (and wouldn't that ruin the hierarchy)? Could it be because of the IK solvers I don't know where to place in the hierarchy? Animations got screwed up when making them children of some of those parents.
  13. But where is the map from? Doesn't look Jedi Outcast's Valley of the Jedi, unless heavily modified.
  14. I was actually working on a pine tree a while ago, but for now I'd classify it very WIP. https://dl.dropboxusercontent.com/u/58757568/pinetree1.jpg https://dl.dropboxusercontent.com/u/58757568/pintree2.jpg I'm not sure if I'll be able to have an attacking animation though. Have never seen a vehicle attack you, other than with muzzles. I don't know how many animations I need really. All directions I suppose, + same with running.
  15. @@Archangel35757 Trying to get the moose with its two current animations (idle and walk) into the game, just for motivation. Getting an XSI export error. I'm not sure what to do about the model_root node the exporter generates, when vehicles need a model_root in the hierarchy. 3DS Max crashed both when keeping that name and when changing that name. It does make an .xsi file actually, but it fails to import properly when compiled by carcass.
  16. I was expecting Tarzan all the time, until I realized... I should have been expecting George in the Jungle instead, until I realized it was a scout trooper! Looking very good. Then I got the thread title's reference just before I submitted the post.
  17. Is this for JK2 or JA? And which file did you use for the skeleton? Or actually, which tutorial did you follow?
  18. He did? How cool. I still play JK2 1.02. I would be known as Chicken Spank back in the days, but I wouldn't suspect that you'd know me, as I rarely visited american servers. I was mapping for JK2, but finishing no maps, and though they were equally silly to about a carrot, I loved it. Mapping interest got revived some time ago and decided to map for JA, partially due to JK2 map scripting limitations and due to bigger mapping scene in JA. Long term project, it seems though. I'd love to help testing and converting. As for your copy of JA, check out the last posts of this thread!
  19. Yesss! Glad to see you here. I always thought of you and ook as legends when I was younger. I think you guys in combination with Shroomduck are what inspired me to start mapping.
  20. Yes please! Let's see how this works out as a sub-forum. As for a potential such site ever being on its own - anyone, feel free to tag any possibly interested web-designers! I don't know anyone.
  21. People could submit original assets that could be used to replace the base. I assume this has to do with total-conversion mods? I think it could serve a good purpose here too, probably mostly when it comes to assets used in maps (which is the main aim here). While there's not anything in the way of making and submitting animations, menus and maps, I think people who made standalone mods or other things that require all-new assets would prefer to make animations, menus and maps (etc) specific to their mod. Projects like replacing all animations are welcome, but I suspect it may be just as relevant to be put somewhere on JKHub directly. The main area I've had in mind is for all sorts of assets that could be used in your modding as an alternative to either the base assets, or as an alternative to porting assets, or modifying various googled content.
  22. I'm not quite sure what you mean here though, as the mapping site is a collection of links to tutorials and guides. Personally, I think it would be best to have a forum-feel to it, but implemented with features like I described above, and made in a way that makes it easy to look through submissions and resources. So I don't think it could function in that way by just being a sub-forum here, unless undergoing further modification (not Zappa-reference). But I don't wanna *decide* As long as it feels like a place where you can go and browse for assets, request assets and possibly like a place that could serve as a training arena for making these things. You don't often see threads in the Wip/teaser section about grass textures or map objects like benches.
  23. Yeah, try what you said first. If pictures of the buildings is good enough, that's a more frame-friendly alternative than actual geometry in the distance. In any case, area portals block geometry behind them from being drawn by the engine.
  24. You might be able to play around with area portals/other VIS-related methods to hide the buildings in the skyboxes where they shouldn't be seen. I've been able to hide geometry in neighbouring skyboxes using (untargetted) area portals before, but it wasn't without some experimentation.
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