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minilogoguy18

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Everything posted by minilogoguy18

  1. It's unlikely he'd take the time to edit the model in Softimage and recompile but he may give me the raw scene file and it would only take a few minutes to add the tags as long as I can get them oriented correctly. I didn't think that the model needed those tags since any model can use the jetpack.
  2. Thought Corto released his Boba? Oh well, I've known him for a very long time, when I'm back in town I could ask him if it's alright if I submit it here and if he cares of people reskinning it.
  3. Question: can we make it against the rules to have a thread titled that to keep people who have nothing to offer to the thread and or don't care from clicking on it? It'd be nice if people titled threads properly, it'd even help the poster to attract people who know the answer to their specific problem so it can be solved quickly.
  4. Yeah, I'm 16:9, haven't played SP in a while in JA but I've been playing JK2 and the cutscenes have been working so far other than the opening raven/activision ones. Yeah, playing a solo game with bots will crash, but who in their right mind wants to play with bots anyway? Real people are far more challenging.
  5. Added a youtube channel link in my tutorial containing tons of softimage training videos.

  6. Anyone else agree that Nar Shadaa Streets is the most annoying level in JK2?

    1. Show previous comments  5 more
    2. CaptainChar

      CaptainChar

      I had almost forgotten about that map

    3. minilogoguy18

      minilogoguy18

      Yeah it's even more annoying on hard difficulty. The bar fight wouldn't be doable without a saber I think.

    4. Szico VII

      Szico VII

      Why take them out? I loved that level the snipers made it awesome!

  7. You sure? The stormtroopers and imp commanders (black uniform) use the E-11 alt fire in JK2 and some of that may still be in the JA game code. Must have something to do with the aggression and rank settings in the NPC file, playing around with it some may prove useful.
  8. The SBD should be using the secondary fire from the E-11, a rapid fire of red bolts, would be more accurate to the movies.
  9. Constantly, I love the JK games. If JKHub were a physical place I'd have a matress on the floor in the corner with a small workstation covered in post it's and empty cans of mountain dew. Modding JA since '04 and don't see myself stopping any time soon.
  10. ^Of course but you'd be animating similarly to Dragon unless you build or have someone else build some sort of animation friendly biped rig. Softimage Mod Tool is free, the rig is saved as a Mod Tool 7.5 scene and the video and animation I made as an example were all done in Mod Tool to show just how capable this free program is. I've tried blender, if you can get past it's terrible interface (not just my opinion, tons complain about it) then it can be used with Mr. Wonkos exporter, Softimage still has probably the best animation tools though, even poeple using 3ds Max, Maya and other major 3d apps. Mod Tool has all the same modeling and animating tools as the full version, rendering is the only thing that is capped.
  11. Dragon sucks, you can animate 1 bone 1 frame at a time or you can try out my rig and more than likely have things done in a fraction of the time, I even made a video tutorial on it's usage, the run sequence you see me export took less than an hour to make. You still have to get familiar with the software but that's something you'd have to do with Dragon also so why waste the time. If you made a custom skeleton and gla for a SBD you definitely cannot use Dragon since it cannot make a skeleton and I think a custom skeleton would be the only real option if you want the wrist cannons to move and act the way they do in the movies. Your largest obsticle is that you're on Mac, which is the worst thing ever to have when modding any game, windows dominates the world of game design. Neither Dragon or Mod Tool will run on the Mac OS. Your hailfire droid will probably never work without some serious code work since you are limited to the NPC classes that already exist in game.
  12. Thought I would need to since I submitted almost a week ago and other files keep being put up, unless you guys need to test it or something before posting.
  13. ^A simple edit of the .cfg files lets you use any widescreen resolution you want, the hud is just slightly stretched and rendered cutscenes don't work. Thought this was common knowledge.
  14. It's still a good thing to have, he's keeping busy with some other projects but his project atm needs a fully functional exporter, hopefully he is able to pull it off.
  15. Have you tried good ol' uninstall then reinstall?
  16. Archangel is working on this as well, though I think he's aiming at more than just player models since the main problem with the older max exporters is animations don't work. You should just submit this as a jkhub download though, although I haven't really noticed anybody using 3ds max other than Inyri, most people are using Mod Tool and Blender since they're free.
  17. The in game icon that shows above your head in MP when you are typing in chat.
  18. I submitted a file a day or so before the site went down, do I need to resubmit?
  19. I would have thought overall size would matter more than # of files since the game engine just merges everything.
  20. Well while the Qui-Gon character was decent, the prequels are probably the least popular segment of the SW saga. I'd much rather love to see some of the Dark Forces characters.
  21. Will be very hard to find someone to make a model of this considering the existing one really isn't that bad, the screens on jk3files.com don't really do it justice. 3d modelers are far and few around here.
  22. 1,239 downloads

    This is a Model (.emdl) file containing the Jedi Academy skeleton made of null objects. I changed the appearance greatly to help new users better understand visually which bone should influence thier custom models. Before there was a skeleton made of 2d/3d bone chains but it had a lot of unecesarry objects, mainly the chain roots and effectors, this file is much more simple and just as simple to understand if not more so. To use this file simply just have your model open and go to File>Import>Model and choose the DaVinci_Male01_NullBones.emdl file. It's in this format because the merging option doesn't work properly in Mod Tool versions and this way you wont have to export your models in and out just to get the bones which can cause loss of certain data in your scene files such as groups and layers. I recommend selecting objects and putting them in groups for further ease of use, I could not group them myself since the .emdl format doesn't support groups. Here are the preferred groups... tags - containing every tag including stupidtriangle_off, set the visibility to do not show members, tags are already enveloped to the bones they need to be so don't mess with them. do not envelope to these - bones that you should not weigh anything to, includes model_root, mesh_root, skeleton_root, Motion, face, lhang_tag_bone and rhang_tag_bone, set it to do not show members and do not allow selecting members bones - this ones simple, all the bones that would be used for character deformation, leave group settings alone as you want to see and select these, making this group makes assigning envelopes easy since rather than selecting all the bones 1 by 1 you just select the group when you're picking deformers. After your model is set up properly just branch select (middle click) model_root and export. Enjoy!
  23. I guess it wasn't as obvious as I thought, I meant your mod, make it JA compatable, because I too only play MP really. I did like the previous Jedi Knight games' campaigns though I never played the old ones online.
  24. ^You should be ashamed for not owning it, even more so if you don't have JK and MotS. JA has the strongest MP and modding base but the absolute worst SP campaign of the entire DF series. A JA port of this mod would still be a very good idea.
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