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minilogoguy18

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Everything posted by minilogoguy18

  1. Weird, I'm using win7 x64 and Modview as well as all things included with both JK2 and JA SDK's work for me.
  2. I'd play SP and mod it if I could put together a reliable DF2 mod team and commit to finishing it because that games campaign is still awesome.
  3. ^Only the first one would need to be remade though since the deactivate is just the first played backwards. Well I was scrolling through and thought the staff one would have been similar but I can't seem to find that one, anyone know it?
  4. How about this, if she bursts in and asks what I'm doing I'll yell out "shut yer foo mouth and quit interruptin ma genius!" and instead of redoing the recording I'll keep it. XD
  5. ^Wednesday when I'm off, hopefully my GF's friend doesn't think I'm talking to myself down here. =p
  6. I used to be like you guys, back in the day before I had cable internet and online play was out of the question. Then I discovered MP and mainly lugormod, no NPC can compare to a real person. It's hilarious when kids who only play SP come online and do nothing but kata's and butterflies and wonder why poeple who are considered only half decent duelists beat them without trying. I guess they thought beating any of the SP campaign bosses would make them good.
  7. Ok, update, complete success, new staff run animation in game. Gonna fix up a couple of things but remember THIS WILL BE A BETA RELEASE. It's completely usable but its a bit rough around the edges, especially the envelope job on Kyle but that doesn't really matter that much, he's totally aesthetic, he doesn't get exported, just something to look at.
  8. I think consdering it's capabilities a single use license is VERY worth the money. The retopology tool is directly aimed at game production.
  9. I'm about ready for a beta release, was just going to make a new run w/staff animation so that I could make a tutorial on how to use it. I wont show you how to animate in Softimage itself since that info can be found anywhere but just show how to get your animation in game. I did a simple stance to test and it worked, just want to be 100% by doing something a little more difficult. I also need to make a couple more face controllers. It should be out VERY soon, already started work on the run animation and the process from Softimage>game is pretty quick and simple, some things are the same as Dragon as far as the ROOT pose being the first frame and using GLAMerge.
  10. Ya know, the little twirl animation when you turn on the blade, can't seem to find anything that relates in terms of name in the anmiation.cfg file unless it's like a swing with a abbreviated name full of underscores. I'm looking to change the animations to be more like how they are in KotOR.
  11. The thing I don't get is how the F do people play JA SP and claim to have fun? The game is too easy and the story is so bad. Like the jasp.exe file could be damaged or corrupt and I wouldn't even care enough to reinstall the game just to fix it, it's been more years than I can remember since I played SP.
  12. Find me some sort of official material where Star Wars Jedi Knight: Jedi Academy is referred to Jedi Knight 3 by either Lucas Arts or Raven Software, only then will your post be relevant. Otherwise go out in the street and play in traffic.
  13. Any animators out there??? *echoes on forever*

    1. Show previous comments  3 more
    2. CrimsonStrife

      CrimsonStrife

      I am one, but given that I think you work in SoftImage where as I work in Max and Maya, I doubt it will benefit me.

    3. minilogoguy18

      minilogoguy18

      Well maybe someday, someone I know is trying to make a working .xsi exporter for the newer versions of max as well as a biped. As it stands even if someone took the time to make a custom rig for max it wouldn't work. I do remember people exporting stuff with older versions of maya, don't know if the newer ones have a .xsi exporter, at least for dotXSI 3.x, crosswalk is considered dotXSI 6.x which carcass wont take.

    4. CrimsonStrife

      CrimsonStrife

      I don't even animate for JK or JKA, so I am not missing out, that is awesome you did that for XSI though.

  14. I final odd thing to fix before a beta release of the animatable rig for Mod Tool but I can't seem to figure out why the model_root moves in +Y without being animated!

  15. He updates his site quite regularly, maybe we can pursuade him to shed some light on certain things... Also, in case people missed it, a VERY cool feature is that you can use a XBOX kinect camera to do motion capture...
  16. OK, coming back to this after messing with some models and working on the _humanoid bank recompile (which is about to put through a beta test) I rebuilt this rig in Mod Tool 7.5 since there was no way to transfer it from 2013 and at this point it actually suprasses the one from 2013. Right now all it really needs is some constraints for the face and some synoptic views for the face/hands are planned (buttons that can switch hand poses from relaxed, open closed with sliders for finger curl) so it's getting very close. Within the next few days It'll be far enough along to do a test, I imported the 52 bone skeleton that JA uses by default and have constrained it to this skeleton/rig, so even though the bone count isn't the same since they're stored under different Models it allows usage of the same names and I can just animated the rig, branch select model_root from the 52 bone skeleton and export, although the nulls wont be keyframed the animations will get plotted on export. I also added some sabers, these are actually the control objects for the lhang and rhang_tag_bone(s) so that you can animate saber moves and actually see in softimage how they should turn out, you'll animate the saber models themselves and the animations will be plotted to the proper bones on export. Will add staff saber as well tomorrow. Hopefully tomorrow I can compile a simple animation, I'll add a clip (google clips in Softimage) that will contain the root pose that can be added to the beginning of your animation when finished so that the glamerge program will accept and merge it with the _humanoid.gla. EDIT: Huge success, managed to get just the base pose of the rig in game with no errors. Will now work on something more complex to be 100% certain this works, a new run w/saber perhaps? After that a video tutorial showing how I did it should follow after whatever new animation I make with this. This pose took mere minutes btw, very fast and efficient workflow.
  17. I've said it a million times before and I'll say it again, another JK game should be the TRUE JK3, pick up where JO left off, make Kyle less of a pussy like he is in JA and never mention Jaden or Rosh again. Oh yeah, bring back Jan as your partner.
  18. Off topic but the alpha videos of SWBF3 gameplay was awesome, they shouldn't have canceled. It would suck though if another JK game was made but wansn't as flexible with modding as this one. Sorry to all those who somehow can't but this game is stupid easy to mod, it's why I love it.
  19. A NPC tool IMO is a total waste of time and HDD space (although as small as it may be) since the NPC files are written in quite plain english and can VERY EASILY be understood by just opening up a few.
  20. Maybe once I work the bugs out of the rig I built but there is really nothing to it, 1 of the 2 readme's gives an example, just have the _humanoid.gla and your .gla in the same directy and run the program, simple.
  21. You don't have to start out skinning, I didn't.
  22. One of the strangest objects in the universe...
  23. 4gm of RAM is puny these days, your out of the box PC comes with 4-6gb, if you have less than 4 you might as well be rubbing sticks and stones together to make fire. I keep hearing how 8 runs everything faster than 7, it still has a desktop view that you can go to but it definitely needs the view that xp/7 have when it comes to dealing with files/folders. 8 speed+XP interface would be the ultimate win, hopefully this could be realized in a Professional version of the OS since the whole metro theme is like useless to someone in a professional setting. I know at work using the HDS (Honda Diagnostic System) on a Windows 8 laptop would be pointless and just make things more complicated than they had to be.
  24. Version 1.2b

    363 downloads

    This program written by Alex Shapiro (aka ASk) allows for merging 2 .gla files, something that is a must when making animations for characters in this game. I take absolutely no credit for this, just uploading since the original authors website is no longer in existence and strongly feel that it is something that cannot be forgotten about. Original Readme //======================================================================== // // GLA Merger version 1.2b // // Copyright 2003 by Alex Shapiro (aka ASk) // // Additional credits go to (in no particular order): // // Wudan, RazorAce, JaiiDerHerr, // Tchouky,CortoMaltes, Jedistone // and anyone that I have forgotten // //======================================================================== ========================================================================== == == DISCLAIMER: == THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, == RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS == ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. == == THE AUTHOR IS NOT TO BE HELD RESPONSIBLE FOR ANY DAMAGE THAT THIS PROGRAM == MAY CAUSE TO USER'S COMPUTER, INCLUDING BUT NOT LIMITED TO: DATA LOSS, == CRASHES AND INSTABILITY. == REMEMBER: USE OF THIS PROGRAM IS OF YOUR OWN RISK. == ========================================================================== ============================= Instructions ============================== ****************** BACKUP FILES BEFORE USING THIS PROGRAM **************** 1) Put the 2 .gla files into the same directory as the program User .gla file must contain the 'base' pose (the DaVinci pose) as first frame, it will be ignored during merge. 2) Invoke the program as "glamerge.exe firstfile secondfile [-o]|[-l]" - If invoked in this format, 2 user .gla's may be merged into 1. - If invoked in "glamerge.exe file" format, _humanoid.gla from the current dir is used as first file. - The optional -l switch makes the program dump the bone data (hierarchy) from both gla files, then quit. - The optional -o switch makes the program eliminate any redundant bone data (producing .gla files comparable to the ones produced with carcass. - If both -o and -l are specified, the second of two (in the order they are specified) will be ignored - The program rearranges the bones in the correct order, so as long as the hierarchy/origins are the same, it should work 3) Enter the name of output file 4) Add your animations to animations.cfg file 5) Enjoy
  25. I'm no mapper but I know for sure you'll need the original .map file to edit, you can't just take an existing map you downloaded in it's compiled .bsp state and work with that, well you could but the reverse engineering process isn't pretty compared to the original radiant .map file. I've used q3map2.exe back in the day to reverse compile a map and it needs a lot of work before it's usable again, you might as well just make your own map. As far as mac friendly, well that phrase is the very reason why I'd never buy a mac.
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