-
Posts
2,468 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by minilogoguy18
-
-
Finally some people that agree that KotOR 2 is better than 1, you still have to play 1 though to understand things happening in 2.
TCW game for gamecube/XBOX was bad, Obi-Wan was bad. Never played any of these newer games in Wii that are spoke of but I could just tell they were no good without even playing them.
OobidoobBenubi, the_raven, TheWhitePhoenix and 1 other like this -
The problem is that most of the time the people who talk about it are in over their heads, it would take like all of the best of the best around here to even get it off the ground, finished is a whole different story.
-
Well the thing is that retargeting wouldn't look good IMO, he's a large alien, a postured humanoid walk would look odd. He needs lumbering, heavy movements. For the swings they're all 1 handed where he throws his weight around.
He isn't a saberist, he's a monster with a light saber, I was animating him to be more the latter.
-
MD5 animations could probably smoothed out simply by just doubling the frame count and frame speed so that a 10 sec animation plays 10 sec after re-scaling but with more interpolation you get a smoother playback. Similar to rendering at a higher frame rate.
Making 2 skeletons with similar proportions but different local transforms would be difficult, would require math to be done by the game engine constantly but I'm no coder so I'm not sure. This is how it's done when using scripted expressions in Softimage using 1 transform value to drive another objects totally different transform value like for instance translating a cube along the local +Y to rotate a sphere in local -X. Seems like the game engine constantly doing all that math for 60 or so bones every frame would slow things down.
-
What modeling is needed for the map? I'm a tad lost on this but maybe I could model some things.
-
Yeah for non organic objects or hard surface models you can use NURB's meshes and bake down to a lower polymesh model.
Props can also be grouped with weapons and vehicles.
-
Yeah, really just takes someone with the drive to keep up with the rest of the team. I also already mentioned this in a steam chat but ZBrush skills would arguably be more necessary than low poly modeling skills when it comes to character development.
-
Don't photosource, looks terrible. Especially how Windu's left brow is raised all the time, like he had a stroke or something. Faces should be relaxed.
General Howard and GPChannel like this -
If DT is OK with you asking on discord I think it's a good idea, especially given that is their area of expertise.
-
I'm pretty much doing the saber swings/transitions and that's it, I also added a couple of force powers that you didn't originally list. He does need the textures baked for PBR though to show him off well, all I have right now is an AO map.
I was slacking a bit lately due to some RL things but I intend to jump back into it since things have mellowed out.
-
Yeah, @@SomaZ's work is awesome, IMO it's ahead of every other renderer so far for JA.
-
Been thinking about this lately and seems like we should probably try to get the ball on this rolling if not at least have a general idea on how to tackle this.
@@Circa now acting as PR person I'd like to see just what we can show off and what we should keep under wraps until ready. Anyone got any ideas on what to show off first? Maybe some nice shots of some of the maps that are ready? Seems like only the Gorc/Pic duel is the only one close to that. We also should probably get some of the models ready to be shown.
@@AshuraDX and @@Psyk0Sith do you guys have some of the stuff to where it can be shown in PBR form using something like sketchfab?
I know Psyk0 has Gorc who probably needs all the maps to be properly baked and Ashura has at least the Bryar and maybe the AT-ST can be shown too?
I know we could probably use another mapper at least or even a modeler so I was thinking showing some stuff off publicly would attract some attention.
Thoughts?
-
This is a good thing though to have this program to be worked on actively by someone passionate about moving the game engine forward because I'm sure you'll agree as we're both users of the 3 programs in Autodesk's main suit that Radiant is really lacking in a lot of areas as far as how to create and render geometry.
-
It is really hard to find the drive to do something like this if it's not something you're personally interested in.
-
You can't just make your own skeleton when it comes to a player model you want to use in MP, must use the game skeleton.
-
We should adopt this to DF2 @@DT85.
It does look much closer to the movies, it'll look better in base JA rather than MB2 just because it always seemed like MB2 slowed down the saber animations and saber combat in general.
-
@@DT85 could you maybe update the first post with completed features and future additions? Seems like you meant to do that based on the writing in the first post but probably forgot lol.
Just trying to get a general idea of where the render engine is kinda at right now, gonna download and install the latest update tomorrow after work.
-
Looks awesome even if they aren't really the proper textures.
One thing, to whoever may be doing work on that map, the steam coming out of the vents should be a little slower and larger plume. Think NYC storm drains in the winter.
-
-
You can knock any character down with any level, their rank in the power just has to be equal or less than yours. If it's equal the chance is lower and will usually only succeed if their guard is down or not facing you.
eezstreet likes this -
Those screen shots don't really look much better than JK2 does with all the settings cranked up.
I feel like updating the visuals of this engine would be a better approach rather than rebuilding everything from the ground up.
Teancum likes this -
Yeah, not to confuse, when we meant support we meant being able to choose 16:9 in the settings menu in game rather than having to do it through cfg file editing, we also have menus, load screens and hud redone so that there is no stretching.
-
-
Cinematics are a good starting point but we all know that the budget was very low and the costume design poor. DT would have to make final decision but maybe a mix of both? You did an amazing job on reimagining Gorc, perhaps you could take ideas from both and make something new but still hold true to the idea behind the design.
While we're here though since the mesh is going to be seen in more detail did you redo all of the first person animations? Wondering if all the digits and joints are there to make it look as good as possible especially when using force powers.
Dark Palace Texture Re-creation
in DF2 Mod Development
Posted
Is there a setting I'm missing or something? Everything is so glossy
EDIT: NVM, must have been due to the shaders being incomplete, game crashed when Yun pulled me while I was using the Bryar pistol against him, I was in 1st person mode.
My only thing is that with the lighting, everything is like full bright in there it seems. The room is much darker in the cutscenes but I'm sure that will probably change once SomaZ implements the new lighting system.