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minilogoguy18

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Everything posted by minilogoguy18

  1. @@SomaZ you are! We NEED you! I just meant that GL2 can sort of be broken off into it's own thing to be used by other mods once it's more complete even if DF2 isn't finished by that time since PBR is better than just plain diffuse/normal/spec that you get out of rend2.
  2. Yes, that is @@SomaZ, that is his youtube channel.
  3. This is all done by @@SomaZ, mostly helping out the DF2 mod but will be released outside of it too for others to use. We're mostly developing side by side since our team has artists who can produce content that would take advantage of the new render engine. Using this render engine alone will not be enough, all the assets will have to be redone to fit a PBR pipeline.
  4. I'm not a coder, just models and animations.
  5. More work on this, I stopped for a min to help @@Archangel35757 with a plugin for MD3 support, each time I do a swing I also take care of the transition from and back to the idle stance so it knocks out 3 sequences at once. I feel like right now I'm going to get some decent but probably not perfect sequences down at first and tweaking will come after I see how they play in game. The transitions between swings should be easy even though there are more of those than anything since I can just take the start and end of each sequence, interpolate a few frames between and make some adjustments, they should be quick to make. Right now 3 more sequences are about to be added to the mixer>animations>sources list. Should be able to get 3 more a day at this rate.
  6. I used to play the seige destroyer map all the time and added many vehicles to the game. What I'd like to see is less like atmospheric flight and more like actual space like XWA/SWG. The other things that could use fixing are the vehicle turrets since it seemed like something that was attempted but probably not completed in time of release of the game. I'd ditch the side to side "juking" for rolling that does not auto center but maybe a auto center feature that can be turned on if desired. Bigger maps would be nicer since a small fleet of star destroyers that are to scale would not fit in 1 map.
  7. I know how to use the software I've been using for 10 years lol. Seems that everything is in clusters, textures are applied but they look pretty bad with only the diffuse map. The rest of the images aren't there, I'm assuming there is at least a normal and spec map. Probably an AO map too but they're not in that file.
  8. The OBJ file imports with no UV map and the FBX failed to import for me.
  9. Creating a new saber style is a lot of work, I'm currently doing it.
  10. If your thread title wasn't so vague then people might click on it and respond. >_>
  11. Because the GLM doesn't have the bone info, the GLA is where it is stored. Blender is able to import and export meshes the way it does is because it reads both of those files so that the model comes through with bones and weights.
  12. Max 5 is insanely old, Mod Tool 7.5 is leaps and bounds ahead, even v6 would be considered ahead since XSI was at like version 3.x when Max 5 was new. I looked into blender recently since if I stepped away from Softimage I'd probably get away from Autodesk altogether but the rigging and animation tools are still not as good as even the old stripped down Mod Tool 7.5.
  13. IMO the files seem to be purposefully sabotaged as far as the root files go. As for the envelopes, it really doesn't take long to envelope a model and transferring envelopes over between one model and another only really works when the models are very similar in proportion. @@Asgarath83 You're not stuck using any skeleton for a mod. Multiplayer only requires that all players use identical animations to improve online performance. For anything else you're free to use whatever skeleton you can make. You have a lot more freedom than you think.
  14. What do you mean you couldn't find the correct humanoid skeleton?
  15. Yes, for someone with the proper knowledge it would not be hard at all. I would just import the animation and since it'll just be simple bone objects just snap the rig I made in Softimage to the bones in the SWG skeleton to "shadow" it then hit export. It would be even easier if there was some sort of biped rig for SWG then the motion could be transferred in just a few clicks but transferring motion between bones and IK controllers isn't always perfect which is why I'd choose the snapping method. A tad more time but still fairly easy.
  16. Sounds like an ass load of work. You'd have to somehow give it the same properties as a saber to where it deflected blaster bolts but also a LOT of new animations and coding so that it could be paired with a gun.
  17. Chiseling away at these swings, temporarily a lot of the swings will work played in reverse as their opposing swing but that'll just be for initial game testing. Also need to take more time to figure out if there are more movements needed than the initial list that was given to me by @@DT85, I guess we'll know when the character starts floating around in the root pose from missing a sequence. The shoulder pads and sashes will eventually have bones that I'll try to do some stuff similar to the cloth sim experiments done back in the day unless we get some better physics going.
  18. Not really the dark ages, just made with the assumption that there wasn't free software that could do a better job. Softimage EXP (later named Mod Tool) was around at the time that Dragon was made and largely used. So many people used Max that they didn't realize that the free version of Softimage|XSI could do a far better job in a fraction of the time. You could also get way better movements out of the face, since it's a cut scene you aren't limited to "player" models, you could take the existing models, subdivide the meshes and add more facial bones to get much better movements. There is a separate skeleton they used for this reason that had a lot more facial bones for JK2.
  19. OMG, you're using Dragon?! That's like rubbing sticks and stones together to make fire when someone is handing you a zippo lighter and a can of gas. There is no reason to use Dragon, it's a total waste of time, delete it and use a real animation software. If you're using a actual animation software with more tools though you're not doing much better if you're still doing FK animation. I don't know if anyone has a good Blender solution but for 3DS Max and Softimage you can attach pre made bipeds to make animating much faster or build something custom like I did which will give you way more control and be "JK specific".
  20. There's only 1 way to learn...
  21. We could also just hold out until we have a 1 level demo and follow that up with some tutorials but realistically PBR is nothing new that you can't already find a tut for. The only real thing that is new is the MTR shaders. We could briefly go over PBR but I wouldn't go super in depth as info on it can be had all over youtube.
  22. It's hard to say if we'll attract people from this community by doing this, a lot of people here would need a serious crash course in PBR, many probably think the render engine alone will increase the games graphics when it of course wont. I always thought that once we have a little more content we could branch out to other places like ModDB or something like that, just to show off. @@Circa was supposed to be gathering things to show off. Even our own actual site could even help but a place like ModDB would be a good site just because of the amount of traffic. Based on some googling website traffic that site gets 7.5 times the traffic as JKHub and that's being a tad bit conservative. I mean I am right in thinking that you'd like to attract more overall attention to the mod, not just in general but also potential developers?
  23. We really need a model viewer that has some sort of realtime shaders with a light that can be moved around.
  24. The WORST thing they ever did was give the battle droids personalities. Making them mindless and autonomous made them more deadly and fearful in the eyes of the enemy.
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