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minilogoguy18

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Everything posted by minilogoguy18

  1. ^A LOT of models out there can definitely be improved, all the ported KotOR models deform terribly and a new model is just cooler in every way. Some of the DF2 models/skins out there are hideous. Even the VERY popular Starkiller models IMO can be redone and look a LOT better, even HK's version that everyone raves about isn't that great mostly cause the textures. Some of the best models out there are all prequel related, prequel characters are no fun.
  2. ^OP said he was doing SW themed models.
  3. Medium saber stance is BOTH_STAND2
  4. Pretty gnarly, very Doom 3 feeling.
  5. Yeah, both games really don't add up at all, I don't like the stories behind either of them, just liked seeing her as a Jedi is all since it's only something talked about in books, no real visualisation.
  6. You never really replied to this but in case you over looked you should really turn the specular shine to an almost non existent level, dirty things don't shine.
  7. Leia Jedi from the TFU2 Endor DLC would be cool, yellow saber and all.
  8. You also can't leave out the big chunk of people who don't play online, suprisingly even though SP is boring there are lots of people who strictly play that or just a solo MP match with bots.
  9. Inyri made a T3-M4 if I'm not mistaken...
  10. Definitely star wars related, we need more Dark Forces and Expanded Universe characters, prequel lovers can go play in traffic. Hows about Bastilla? Make it based off of the cover art for KotOR and not the game model. Her in game models face has always looked funny to me, I like the leaner bodied, more narrow faced depiction on the cover of the game. Next 2 suggestions after that would have to be DF2 characters, Maw or Sariss, save Jerec for me.
  11. No idea, post the hierarchy from the explorer window in Sofimtage, set it to objects only so we don't see all the nodes. I think you should get rid of the specular shader, or at least make it almost not there. Something as dirty as the evo troopers suit shouldn't have any shine to it.
  12. They look the same, they need like a LOT of change to be right.
  13. The shape of the feet really needs to be fixed too, They're too narrow and flat. Here's an old sketch I made for someone on GF a while back, should give you a better idea.
  14. Yeah next animation vid will probably come once I have a run cycle since this walk sped up doesn't look good for a run. Another thing I need to work on besides the texture is a rider animation, the tauntaun or swoop ones don't work at all.
  15. Looking at the reference pic the shoulder pads and the bicep armor are way off in terms of shape and placement on the body. I think you should have edited the base stormtrooper.
  16. Well I'm glad I'm getting some criticism finally since this thread fell nearly to the bottom of the list. Some people get their feelings hurt from crits but I love it, best way to improve. Keep the ideas coming, texture is far from being critiqued though, it's pretty basic, just enough to throw in game and be able to have some depth. Oh yeah, made it have some weight to the steps, was so easy, don't know how I didn't realize the solution earlier, just moved the key frames closer together on the timeline so that the foot coming down would be faster. Don't know if I'll upload another video just for that though, maybe after I get a nice run/trotting animation done.
  17. Funny thing about the pistons is that they aren't animated at all, just fancy constraints tied to the couple of nulls that the pistons are weighed to.
  18. Suggested changes The weight thing I tried and it didn't work too well, gonna have to play around with that, more concerned atm of finishing the texture and getting a run cycle started since using this animation sped up doesn't look bad but would be much better if it had it's own. Also looks like I may have to make my own rider animation since none of the base animations look good, it'll be a big pk3. I know it's only a small change that took me maybe 10 mins but work has been keeping me busy.
  19. *For this I think I can just keep the main body bone up longer if that makes sense. *I think I may have to add an extra bone for this one, the thing is that this model really doesn't have hips, the head doesn't swivel like the at-st. *It just seems slow there cause it's playing in the viewport, the fps in game is different. *Same as second. I'll consider adding another bone if it doesn't affect the animations that are already made, shouldn't though. Also, this animation may seem slow but it's only going to be used when walking (Shift+W or in reverse), it's standing in now for the regular run but sped up, will make a separate run, was too eager to get it working in game which it actually is having some trouble working the way I want.
  20. Thanks for even considering it, what I really need is for it to work for the VH_WALKER class, no animation is used for that class for some reason so the player just floats above the seat in the jump animation. I did overwrite the BOTH_VT_IDLE with the frames from the BOTH_VS_IDLE via the animation.cfg file but the swoop animation doesn't fit at all so it looks like I'll be making my own but I'd like to be able to choose my rider animation rather than overwrite the BOTH_VT_IDLE so that someone can use the tauntaun and the at-rt at the same time without the one not having a fitting animation. What does that (Anim !=-1) mean? Maybe there's something I can add to my .veh file so that it will let me use whatever animation I want? It's dumb that anyone can change a saber stance via a line in the .sab file to call an animation but I can't do it for my vehicle. Can you find anything about the VH_WALKER class and if it is possible to use ANY animation even a coded one with that class? That class would work best if the character wasn't in the jump pose floating above the vehicle.
  21. I meant the exporter that Scooper was working on, the part about legalities of modifying the game aren't a big deal since there's like a 0.00000000000000000000000000000001% chance they care.
  22. Bump Really need a coder to look into this, really need a way to get the riderAnim line to work, my latest work depends on it.
  23. So whatever happened to this?
  24. Was bored with texturing so I decided to throw it in game, hard to figure out how I'm going to do this since if I use the VH_WALKER class the rideranim line in the .veh file doesn't work resulting in just showing the player floating above the walker in the jump-crouch position. Switching it though to the VH_ANIMAL class like a tauntaun let the rideranim work so it would show the animation but it wouldn't show the same one as what the swoop uses, BOTH_VS_IDLE but rather BOTH_VT_IDLE and none of the animations play. EDIT: Changed the walk cycle some per some suggestions on GF Definitely needs an exhaggertaed run cycle since the class is being set as a VH_ANIMAL since the VH_WALKER wont let me have a riderAnim, the player just floats above the walker in the jump animation. The run animation will be like when you hit alt attack with the tauntaun and get a speed boost.
  25. I honestly do use the Jaden model online just because I made my own menu thingie to be able to choose the hoth gear and I just like having some options without everyone seeing me as Kyle since I visit multiple servers. I on the other hand do not have the time to mess with this, way too many other things I'd like to make happen.
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