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minilogoguy18

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Everything posted by minilogoguy18

  1. ^I just googled it. =p I'm totally gonna use this btw, think it's a great idea for some WIP projects if you really know where they're at.
  2. Yeah, the color part is what I didn't get since I don't know the hex codes and didn't even know it required a hex code color since I don't dabble in such things so I kinda looked at the example that it shows and was like "uhhhhhhhhmmmmm???".
  3. Oh I see, rather than reweighing them to all the added bones you just ran the compiler say with the source player model files to spit out a new glm? That doesn't seem like too much trouble considering we have all the base models in .xsi format. Someone could though redo the weights if they wanted though of course, it's not really hard, the fact that all the base models share nearly identical proportions and the GATOR tool in Softimage makes weight transferring pretty flawless as long as the shapes are somewhat similar but doesn't have to be perfect. What I'm doing now is importing each sequence and storing it's action as a source and copying clips over to an un animated skeleton that has all the bones with the proper left hand naming so there shouldn't be any errors on compile since it will be one massive file. I have a connection mapping template set up to overcome the naming problems that come from most of those files actually being JO animations that are recycled, I also have another file that I use as a shadow rig for the sequences that use a IK skeleton setup since the heirarchy in those files are VERY different. The final result will contain a null object skeleton with all animations with the IK roots and effectors no longer present, hierarchy will match what is seen in modiview just with the added bones that shouldn't interferre since all the missing bones are children to what normally exists in JA. I could see though if say I added a bone to the spine, now that would cause problems with the weights but not something that is at the end of the chain.
  4. I tried googling it but all I really got were results on how to implement it into a forum but not on it's actual usage. Help?
  5. ^When I tried that I got errors because of the lhand_tag_bone/lhang_tag_bone name mismatch and some animations had the tail bones and some did not, I couldn't even get a new GLA file. In some it kept trying to reference the roots and effectors on the IK chains since some files have IK bone chains where some are just simple null hierarchies. I figured it should work considering the community skeletons out there being used are missing some things that are in the base model files, like the mentioned tail bones that are present say if you load up Kyle in Modview, seems they're there just to get better deformation of the buttocks rather than something like capes but I could be wrong. The annoying thing about the base skeleton that only uses 50 something bones is it's annoying to get a good foot control when there is no toe bone. So the models would load but some didn't work quite right? What areas were distorted? Sounds like a hierarchy problem, if it was the arms and legs then I may know why.
  6. Somehow missed this thread, the model looks great, just the hands seem like they could be a bit bigger.
  7. ^Did you just add the bones to 1 model or did you go through all the animations and recompile to get a new _humanoid.gla like I'm doing? I'm asking because just about every custom model out there is missing bones and they don't get errors, granted it's only missing 2 but they are still missing. The 2 tail bones are not in all the skeleton files out there being used by modelers but they are in the games skeleton, open a base model in modview to see that they are there.
  8. Thanks, hit a snag about a week ago which halted it to pretty much where it is now but found a work around, hopefully it'll be done in a couple of weeks. I'll also release the Softimage file for anyone who wants it, I'll have to rig Kyle up to it so it's a little more aesthetically pleasing. It'll be a big file since it'll have 21376 frames of animation, each sequenced is labeled in the animation mixer but you'll notice a good deal are missing since there are many sequences that reference frames of longer sequences, an example would be one of the death animations, there will be another sequence that uses the final frame for the body laying dead, those such sequences wont be labeled.
  9. 44%44% I'll let the video show what I've been up to lately http://www.youtube.com/watch?v=bF5bMWtH2fI You may be wondering why I'm doing this, simple, JK2 had way more bones, most notably, all finger joints, toe bones (which can lead to better foot roll setups for animators) and more facial bones. Every single source file has all the bones that were removed AND they are all animated. Why they cut them out from the game I'll never know since it would have given the game better looking animations. Another huge reason why I did this is because animating the JA skeleton is annoying, the skeleton files out there are nothing like what the games developers used and does not animate well, mostly cause of the lack of toe bones making a proper foot rig impossible. This way I can use the rig I made to it's full potential. The real test will be in the end seeing if all the games existing models get along with having more bones, existing models wont be able to make use of all the bones without being reweighed to it but I already have a handful of the base models weighed in XSI, tranferring weights can easily be done since 80% of the games models all share nearly identical proportions (they were all probably made from 1 basic "base" mesh with deatails added later) so that's not too big of a deal. I figure at least some of the large scale mods could make use of this, maybe JKG since the rig I made can so easily be animated unlike all the other FK skeletons out there where you have to go though and rotate each bone to pose a limb rather than have 1 Ik controller that can in seconds pose an arm or leg. Just thought I'd share this, even if no one uses it I'd still find a lot of use from it.
  10. Holy F the void is still going?! I can even still log in there surprisingly, Hapslash was a good texture artist.
  11. UV mapping is UV mapping, doesn't have to be aimed at JA specifically to get the same result and 3ds max has probably the most tutorials out there of all the 3d software. You should cut back some of the detail on the ring or get rid of it completely, looks like it makes up most of the polygons on the entire model.
  12. ^I still have a copy of Max 5 from WAY back in the day but don't really feel the need to install it but I do have Keshires character studio biped with a skeleton made of dummy objects constrained to it for ease of animation if anybody wants it. It'd be best though if you max users can find someone who is skilled enough to just make a plugin that works for the newer versions since file exchange between programs is annoying and can break things.
  13. Nice to see another Lugormod server pop up. I'll have to check it out.
  14. ^The SP campaign in JO was 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999 times better than JA. If only JO had the 2 extra 2 handed styles it would be hands down a better game.
  15. ^This, SW themed counter strike is only fun for a small time, then it gets repetetive. If that team had half a brain they'd just simpley remake the MP side of JA rather than a mod that is only appealing to some, hell I'd help them if it weren't based on MB.
  16. I love JA, there isn't another game out there that comes close to it's style of saber combat. Also, what made you mention SP DT? I could care less if SP was never modded again, it's quite boring compared to playing against a real person.
  17. DL'ed but will have to test tomorrow. I'm surprised some of you coders aren't trying to enhance the engine already.
  18. ^Well then why not have someone who can code remove that little part?
  19. ^I'll have to hit you up on steam sometime and attempt to run a home based server of this mod but on FFA settings and a more appealing map than the other servers are running which is one of the things leading me to beleive why there is no traffic.
  20. ^That would be good since a server could say start with a "blank" map and use commands borrowed from lugormod to place merchants and items where the admin sees fit. Also, are you guys doing anything to "fix" NPC bahavior in the MP engine? I think it would be very benficial to have properly working NPC's in a mod like this since the amount of players per server is serverly limited compared to a traditional MMO game. Adding NPC mobs that drop loot would be great.
  21. I just have to bump this for clarification. The MP engine does not allow a player to use an animation bank other than _humanoid, that I believe is something that cannot be changed. Custom skeletons are possible on all engines but are restricted to the npc classes as far as animations and how they behave. All you have to do is look at some of lightninjas work to see all sorts of models using skeletons and animations he made.
  22. So is it's 3ds max's fault or the dotXSI exporters fault for adding the MAXSceneRoot parent? Oh yeah and what about Maya? I know for the older versions there was a dotXSI 3.x exporter and someone way back when even posted pics of a character that they put into JA using it but for the latest versions it may be hard to find or just not exist at all. Maya is overlooked a lot, I'd choose it over max.
  23. I don't know, I feel like I'm beating a dead horse saying it but as far as base JA maps go t2/trip and mp/seige_desert are the best for lugormod, large, open and very flexible. Most SP maps in general are good, it's the MP maps that are too small to be any good. I also get what moondog is saying, so many maps I've seen on lugor servers seem to only have things built for the hell of it, like most things on the map have no real perpose. I enjoy a map that has been altered in a way that it feels almost like it's a stock map, no crazy effects all over the place. No one there was helpful, I was killed by mercs pretty quick every time I spawned unless I found a hiding spot which is no fun. The bank and quests should really only be open to those who are leveling up, once you're maxed out in levels there is no point in amassing wealth. Your text mod is also still broken.
  24. Tried it out, was kinda a mad house, felt more like JA+ with people running wild. Seems like it would be difficult for new players to level up when everyone who is maxed out in levels just waits for them to get near any area where credits could be had like a pack of hungry wolves.
  25. You'll never get the freedom with TFFA, that's why I think it's a terrible idea. It should just be FFA and let people group together on their own with people they know and enjoy playing with and not restrict it to 2 teams when it could be a handful of small teams. Honestly, I played it for a bit and some features were pretty neat but if it stays TFFA I'll probably not play, too restrictive.
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