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minilogoguy18

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Everything posted by minilogoguy18

  1. Probably just needs a .qc file, they're control files for .md3 models. Do some research on the relationship between .qc files and .md3 files.
  2. Could you maybe adjust the skin tone to look more like that image? Sort of bone/taupe colored? I know that the SR1 model was greenish but I think this color looks a little better.
  3. Well I got teh server to start sort of, just says initializing, in xfire it shows a players as 0/1. What's going on? Home hosted server btw. EDIT, nvm got it
  4. Badly needs an official server that the entire JA community knows about that is set to FFA.
  5. Archangel showed me this the other day and I thought I'd share it, can open all formats including gla and export to something like fbx, did this with the _humanoid bank but wasn't perfect. Thought others might be interested in it. http://www.richwhitehouse.com/index.php?content=inc_projects.php It's the one at the top of the page of course.
  6. Yes they're referring to weighing, rigging a skeleton involves setting up a series of controllers using constraints to help with animation.
  7. Either way, I'm still going to make a video tutorial, just because I want to but it will be on my time. It will not record me weighing the model from start to finish when I get to the part on envelopes I will just give some advice on how to do it fast and neat, after I show some good tricks and tips I'll skip to a finished enveloped model and continue on with the video. Parts: 1=fitting to skeleton 2=enveloping 3=segmentation/hierarchy 4=caps/lods 5=export/compile/packing
  8. The tutorial by Tim Appleby shows how to set assimilate up, comes with the SDK and can also be seen here. http://psyko3d.50webs.com/tuts.html The tutorial there by duncan was the one I used to learn vehicles, it also tells you how to set up assimilate.
  9. The only real part a tutorial may be necessary for is what to do after the model is weighed like proper hierarchy and setting up assimilate, learning how to use envelope weights can be seen all over youtube in every program.
  10. Morals to me are like an opinion or a point of view, what is morally wrong to one person someone else may not think so. You can't say someone paying for a model is wrong because of your moral standpoints. I wasn't going to make a tutorial using an unfinished model. No one needed a tutorial and they still don't, myself, AshuraDX, Chalklyne, Inyri and Crimson Strife are proof of this. I'm making the tutorial because I know the community wont grow without it because people are naturally lazy.
  11. Texturing for the model I'm using for the tutorial is already underway by AshuraDX, the community will get their tutorial. No one has to pay anything, it can still be done without a tutorial, someone just has to want it enough to search past the JK modding sites.
  12. No ones charging anyone, he's offering to pay, no one told him he had to pay, he's doing it to get an incentive going to make someone want to make his model. It's not like the people that can model are demanding money for models.
  13. That's why I said he could get his model made then the part of getting it in the game will be solely on him, he wont be paying for a mod, he'll be paying for a model.
  14. I don't see why you're getting so upset eezstreet, don't think you'll ever really win this argument, there are tons of people that work freelance and get paid to do it but like Inyri said freelance artists don't make nearly the money you seem to think. I still say the OP should go to the paid job postings section of polycount and post his model idea there, people post small want ads there, sometimes even for a game mod project, he may get an answer.
  15. Well since it wouldn't hurt too many peoples feelings I think he should ask more places than here since he would have to put the model in game himself, he isn't going to find anyone to make it here. OP, search around, ask somewhere like polycount.com, you're like 10000x more likely to get any response there, lots of freelance game artists trying to make a living over there.
  16. Um, you can't really make out what that is, most of it seems like it would have to be up to the imagination.
  17. Is there anything special that needs to be set up like vendors and such or are the compiled into the maps? Thought it may be like lugormod where you can place these things wherever you want. EDIT: No wonder I couldn't find anything relating to making the server, I'm missing that zip folder. I'm trying to use the launcher to reinstall but it isn't working since the server it connects to for that info seems to be down and it's hung up on looking for updates, the only things I can click on is manual and website.
  18. Since this server is just labeled JKG maybe all things related can be posted here? I'm looking for the ded server info, the installer didn't seem to come with it and searching here and on the terran gaming site didn't come up with anything.
  19. The only thing that you're restricted to really is NPC class, for instance you can't make a ptyerodactyl or something that can fly and walk on land, something though that walks around and just attacks is simple, if there is a NPC that behaves similarly to what you're making then it will work.
  20. ^Pretty sure this topic has been covered years ago, Almighty_gir I beleive got paid to make a model and there was nothing illegal about it at all. If you want to catch someones interest you should at least post what you want made, you might find yourself discouraged if someone contacts you but is totally uninterested in making what you want even if money is involved.
  21. I taught Ecplipse how to do it on MSN those years ago, his tutorial was a fairly bad one though, it can be done better than he shows in less time. I only mentioned the textures because if I'm gonna record a video I'm not going to do it with a base model or someone else's because I want to show from an earlier step, using a model that in no means was made specifically for this game, to show that there is no such thing as "modeling for JA". There is only modeling and taking any model and making it work for the game you want it to work for. Everyone here has me on steam or xfire just about but no one ever asked, those that did ask I showed them like Eclypse, Chalk, Archangel and Lasha(from GF). There are also many others that aren't even using Softimage but I try to help them out with other things pertaining to putting a character, animations or a vehicle in game. Like I said you can use the tutorial that came with the SDK but you have to learn the basic functions of the software first, doing this helps you understand tutorials that aren't written for a specific program, I follow Maya and Blender tutorials for modeling techniques all the time even though I don't have either program installed nor could I even tell you how to model anything in them. The main thing to learn like I said is basic functions, the explorer so you can set the heirarchy up, how to set/edit envelopes and the exporting process is covered in Spacemonkey's tut but is also still up on psyk0siths site.
  22. If there are no tutorials and it isn't possible then how do you suppose I or anyone else who knows how to put a model in game learned? We found tutorials pertaining to enveloping a model to bones in the program we're using then once we grasped the concept we got the skeleton file and fit our models to it, not sure about others but I personally followed the tutorial that comes with the JO/JA SDK written by Tim "Spacemonkey" Appleby on how to put a character into the game. Alora only has like 3-5 moves that are unique to her NPC class, the saber droid would need A LOT more than that. The rocket trooper doesn't fit, download Mod Tool like I said, actually import the models and compare. Even if you did envelope say the rocket trooper to the _humanoid skeleton SERIOUS clipping would occur. Find someone to texture my Kain model and I will dedicate my day off to recording a video on how to put a character model into the game starting earlier than most would, the model wont even be fit to the skeleton or segmented properly, will also show fast and easy cap creation and tools that can help quickly make LOD's as well as how to make them work using the main meshes own weight map saving TONS of time.
  23. What your saying about the saber droid would NEVER work, the reason being is the game calls animations by using a simple naming convention of the sequence. What do you think would happen if you wanted the droid to crouch and call the correct sequence? Let alone not have a name mismatch for a player model calling an animation that belongs to the droid that has different proportions and structure? It'd require I'm sure a ton of work coding wise to make it call the correct sequence while knowing that the player is using the droid and not any other model. I think all this so far is a huge waste of time, if you want ragnos to work in MP it's retardedly simple, rig him to the _humanoid skeleton the way I proposed and compile, anyone can do it, it's easy. The saber droid can be done the same way but it'll likely look retarded since the skeleton doesn't fit, I still say the best shot is to get NPC files working in MP the way they do in SP. I don't know why anyone would want to fight an NPC or BOT anyway, a mediocre human is more of a challenge than the hardest AI from my experience but I did a whole lot of 1 on 1 no force dueling in my day.
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