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Everything posted by minilogoguy18
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Totally agree.
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SWTOR goes Free to Play today!
minilogoguy18 replied to CrimsonStrife's topic in Art, Media & Technology
I meant 29 as in his age which he doesn't act. Ory'Hara is trying to say that the sales of the CD copies alone would cover the massive costs of servers for however many years before the game goes offline. He should go check out something like SWG-Emu and look at how they consume money for just TWO servers that have a limit of 3000 people each, it's far from cheap. I don't think he has any general understanding of economics, he must still live at home with his mommy. -
SWTOR goes Free to Play today!
minilogoguy18 replied to CrimsonStrife's topic in Art, Media & Technology
^29 really? I would have guessed 13. I don't play TOR btw, not because it has a subscription fee but becasue it lacks the cool saber dueling animations of KotOR and it ruined the story. Ory'Hara, stand in a Gamestop for 1 whole day and count how many copies of TOR sells, even at it's peak do you really think that the price of a game copy is enough to pay for the servers forever? You also have to consider a LARGE amount of the games sales dollars went into making back what they put into making the game, you know paying the development team, their insurance policies for the employess, the general cost of running the studio, ect, ect. Myabe Ory'Hara wants to play TOR but cannot afford the measly fee? -
Scrap that head and make a new one, looks nothing like him.
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SWTOR goes Free to Play today!
minilogoguy18 replied to CrimsonStrife's topic in Art, Media & Technology
Saying squished every sentence and total confusion of the words they're and their just shows total lack of intelligence. Also, considering the amount of servers and the HIGH amount of players they can have online at once, do you really think something like that is cheap? The cost of the game discs alone would not cover that as well as the people that are employed to enforce rules on the servers, official forum moderation and the people they pay to make updates to the game. -
Added a poll, hopefully some good results will end in JKHub having a new section in the modding area.
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Yeah, they do it in annother game I've been modding for some time, SWBF2. http://gametoast.com/forums/index.php WIth all the things going on within large scale mods I think it's a good idea to have a section like that here.
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Can't beleive no one has come up with this yet. How about having a section in the modding area added for large mod projects that are for the most part followed here on JK Hub? A few examples being a sub forums containing info dealing with a specific mod, like say for instance a Gunslingers Academy section and in there would be threads for applications, teasers, mod progress, ideas, ect. I think it's a good idea, would make tracking the large mods easier and maybe keep the WIP area for small 1-2 person projects.
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^About that, I've wondered if it's possible to just edit something small, like the small amount of gravity/physics this game uses and just scale everything down? Scaling the games models and animations down is the easy part which seems like it could be a step towards in a way 'increasing' map size.
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What about extra saber styles that wont interfere with the existing styles? I'm a big time saber user.
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wip OpenRP - Open Source RP Mod
minilogoguy18 replied to Fighter's topic in WIPs, Teasers & Releases
^Yeah, it has been in there since the very first version which was released in 2005. <--Is huge lugormod fan -
I've been close to recompiling the _huamnoid.gla since I found out that the 20-ish missing bones that were removed are actually there with keyframes in MOST of the .XSI files we could have a skeleton that has more facial bones, all the fingers with the joints, toe bones and the 2 tail bones that could be used for capes. All this could lead to smoother animations without changing much, next step for animations is for others to build user friendly rigs in the main 3d apps in use so that people don't have to waste of ton of time using dragon, I already have one finished using the JO skeleton with the left hand fix applied for dual sabers. With your blender plugin we could even take any missing animations from JO and put them in JA. I personally think the animations considering there is no physics are pretty good, more could be done in that field if a coder enabled the ability for more gun types and saber styles without overwriting existing. NPC types would be another huge thing, being bound to the existing classes is already preventing a ton of things from working properly. This is an example of an awesome project that was dropped because game code wouldn't allow it to work properly, was talking to him about this last night, he gave me the source files from Softimage Mod Tool 6, it's quite impressive.
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Well there are modern engines out there, it can be done, just need to find the people with the skills needed to carry it out. I personally have been trying to find a mod to join that is SW based on a newer engine, while they are trying to recreate movie battles on the Unreal engine I'd much rather offer help with something that isn't focused on one game type. A base JKA recreation would be much more appealing then releasing the source for others to make something like MB.
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^If it ain't broke don't fix it. Only thing I hate about it is the lack of bones, the animations in JK2 were smoother because the skeleton had like around 20 more bones. Best to use reference material outside the game, you'll get a much better end result looking at an actual person and how they move/stand than some cruel stance someone made.
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^I tried blender recently, don't know how you deal with that interface, you'd have to pay me to use that program. I've tried the 3 major Autodesk tools and while Softimage doesn't have the easiest layout of the 3 (probably the least visually pleasing) the program runs FAR smoother than Max and Maya with high polygon scenes and the animation tools are way ahead of them too. I originally started with Milkshape 3d, I still feel its a decent program, if only it had a heirarchy linking system it could be used for JA player models since there is a skeleton file floating around the net and it can do envelope weights.
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Wireframe overlay pl0x? Nice to see another Softimage user, lmk if you need any help.
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What Should DT Make For JA?
minilogoguy18 replied to Tempust85's topic in Mod Requests & Suggestions
But there isn't even an AT-RT for him to ride. -
^Is there really no later version that supports dotXSI 3.x? I know it's an old format but I bet someone could recompile those plugins to even work for animations which they currently don't. I know the newest 3ds max supports crosswalk but that is like dotXSI 6.x which carcass wont take.
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^Say what?! Out of all the programs I've tried Max and Maya have the easiest interfaces for being a full suite program (not taking into consideration more simplistic programs like Milkshape). Just play around with it, there are tons of tutorials out there, it takes time.
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What Should DT Make For JA?
minilogoguy18 replied to Tempust85's topic in Mod Requests & Suggestions
I would much like to see your Kreia and Visas models released separate lervish, I was close to downloading MB2 just to pull them out and then delete the mod. -
What Should DT Make For JA?
minilogoguy18 replied to Tempust85's topic in Mod Requests & Suggestions
Off topic but I think it's retarded that Movie Battles doesn't release models outside their mod, the model(s) author(s) would find that their work is more popular than they know. Seems like they do it just to get people to download their mod since a Star Wars themed Counter Strike Source isn't that appealing. They should release all models separate outside of the mod under the authors name. -
Force Unleashed animations for JK2
minilogoguy18 replied to LordDesann's topic in Mod Requests & Suggestions
^They have the bone, the name just doesn't match, I'd imagine with the right hex editor that can be fixed. Probably right about the cutscenes, wasn't really sure but I guess they'd work as long as the model has all the same bones. -
What Should DT Make For JA?
minilogoguy18 replied to Tempust85's topic in Mod Requests & Suggestions
XIZOR! How did I forget about that awesome character? Or even a Dash Rendar model. I was actually working on a SotE mod once upon a time but back then we were just amatures with big dreams... Battle of Hoth and Skyhook battle wouldn't be possible on JA's engine. *Insert awesome theme* -
Force Unleashed animations for JK2
minilogoguy18 replied to LordDesann's topic in Mod Requests & Suggestions
I really doubt it would work but I've never tried switching animations between the games. The problem is that the skeletons are different, JK2 has more bones than JA, they got super lazy when they made JA and removed some of the face, finger and the toe bones. Idealy the best thing to do would be to recompile JA animations with the extra bones added in so that we could have better animations in JA. Another thing about the file you saw was that it only works in SP and they only work with the model it comes with, so if a cutscene starts the character wont move since he's using a modified gla file. -