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minilogoguy18

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Everything posted by minilogoguy18

  1. Creating a new saber style is a lot of work, I'm currently doing it.
  2. If your thread title wasn't so vague then people might click on it and respond. >_>
  3. Because the GLM doesn't have the bone info, the GLA is where it is stored. Blender is able to import and export meshes the way it does is because it reads both of those files so that the model comes through with bones and weights.
  4. Max 5 is insanely old, Mod Tool 7.5 is leaps and bounds ahead, even v6 would be considered ahead since XSI was at like version 3.x when Max 5 was new. I looked into blender recently since if I stepped away from Softimage I'd probably get away from Autodesk altogether but the rigging and animation tools are still not as good as even the old stripped down Mod Tool 7.5.
  5. IMO the files seem to be purposefully sabotaged as far as the root files go. As for the envelopes, it really doesn't take long to envelope a model and transferring envelopes over between one model and another only really works when the models are very similar in proportion. @@Asgarath83 You're not stuck using any skeleton for a mod. Multiplayer only requires that all players use identical animations to improve online performance. For anything else you're free to use whatever skeleton you can make. You have a lot more freedom than you think.
  6. What do you mean you couldn't find the correct humanoid skeleton?
  7. Yes, for someone with the proper knowledge it would not be hard at all. I would just import the animation and since it'll just be simple bone objects just snap the rig I made in Softimage to the bones in the SWG skeleton to "shadow" it then hit export. It would be even easier if there was some sort of biped rig for SWG then the motion could be transferred in just a few clicks but transferring motion between bones and IK controllers isn't always perfect which is why I'd choose the snapping method. A tad more time but still fairly easy.
  8. Sounds like an ass load of work. You'd have to somehow give it the same properties as a saber to where it deflected blaster bolts but also a LOT of new animations and coding so that it could be paired with a gun.
  9. SSD powa!

    1. Show previous comments  4 more
    2. Onysfx

      Onysfx

      I wonder how an SSD impacts JKA map load times...or if they are the same.

    3. minilogoguy18

      minilogoguy18

      I haven't tried but it sped up load times of some Softimage scenes that had quite a lot going on in them.

    4. minilogoguy18

      minilogoguy18

      Onysfx, it speeds them up quite a bit, everything is way faster. HDD's are really only good for backup storage. Make the switch.

    1. Show previous comments  1 more
    2. minilogoguy18

      minilogoguy18

      Once you learn the basic hotkeys it's not so bad. I know you have a tablet but to those who do not, the software is pretty much unusable.

    3. AshuraDX

      AshuraDX

      My Problem is that I'm a UI/Menu/List guy. I do use a few hotkeys in my software but mostly use the UI buttons.

    4. minilogoguy18

      minilogoguy18

      UI buttons are OK as long as it's simple text and not cartoon buttons where you have to hover your mouse over them to get the pop up text to remind you what they do.

  10. Finally pulled the trigger, SSD to replace the old spinning drive on the way

    1. Show previous comments  2 more
    2. minilogoguy18

      minilogoguy18

      It was only a few years ago when the price was much higher and their reliability was questionable but that doesn't seem to be the case anymore.

    3. Circa

      Circa

      Nah. They're still a bit more expensive than a HDD but not really by much anymore. They'll continue to go down. Right now I only use my older HDDs for backups mostly. Anything I use for main storage is a SSD now. :D

    4. minilogoguy18

      minilogoguy18

      512GB SSD will hold the OS and all programs while the old 1TB HDD will be a backup storage device.

  11. Chiseling away at these swings, temporarily a lot of the swings will work played in reverse as their opposing swing but that'll just be for initial game testing. Also need to take more time to figure out if there are more movements needed than the initial list that was given to me by @@DT85, I guess we'll know when the character starts floating around in the root pose from missing a sequence. The shoulder pads and sashes will eventually have bones that I'll try to do some stuff similar to the cloth sim experiments done back in the day unless we get some better physics going.
  12. Not really the dark ages, just made with the assumption that there wasn't free software that could do a better job. Softimage EXP (later named Mod Tool) was around at the time that Dragon was made and largely used. So many people used Max that they didn't realize that the free version of Softimage|XSI could do a far better job in a fraction of the time. You could also get way better movements out of the face, since it's a cut scene you aren't limited to "player" models, you could take the existing models, subdivide the meshes and add more facial bones to get much better movements. There is a separate skeleton they used for this reason that had a lot more facial bones for JK2.
  13. OMG, you're using Dragon?! That's like rubbing sticks and stones together to make fire when someone is handing you a zippo lighter and a can of gas. There is no reason to use Dragon, it's a total waste of time, delete it and use a real animation software. If you're using a actual animation software with more tools though you're not doing much better if you're still doing FK animation. I don't know if anyone has a good Blender solution but for 3DS Max and Softimage you can attach pre made bipeds to make animating much faster or build something custom like I did which will give you way more control and be "JK specific".
  14. Just when you think your weights are good, you do a animation only to find it needs more work

    1. Show previous comments  1 more
    2. Bek

      Bek

      I'm glad that the bartender flosses.

    3. the_raven

      the_raven

      yup, workout can be a bitch -_-

    4. the_raven

      the_raven

      @Circca @Bek, he actually looks a bit like the Terminator in that pic :D

    1. 2BN350

      2BN350

      the ball is trying to eat and kiss the box, rofl

    2. Langerd

      Langerd

      Looks like ice cream land or Pacman in fast food restaurant

  15. Redoing animations... yay...

    1. TheWhitePhoenix

      TheWhitePhoenix

      Hang in there, okay? The work is worth it.

  16. There's only 1 way to learn...
  17. We could also just hold out until we have a 1 level demo and follow that up with some tutorials but realistically PBR is nothing new that you can't already find a tut for. The only real thing that is new is the MTR shaders. We could briefly go over PBR but I wouldn't go super in depth as info on it can be had all over youtube.
  18. It's hard to say if we'll attract people from this community by doing this, a lot of people here would need a serious crash course in PBR, many probably think the render engine alone will increase the games graphics when it of course wont. I always thought that once we have a little more content we could branch out to other places like ModDB or something like that, just to show off. @@Circa was supposed to be gathering things to show off. Even our own actual site could even help but a place like ModDB would be a good site just because of the amount of traffic. Based on some googling website traffic that site gets 7.5 times the traffic as JKHub and that's being a tad bit conservative. I mean I am right in thinking that you'd like to attract more overall attention to the mod, not just in general but also potential developers?
  19. We really need a model viewer that has some sort of realtime shaders with a light that can be moved around.
  20. The WORST thing they ever did was give the battle droids personalities. Making them mindless and autonomous made them more deadly and fearful in the eyes of the enemy.
  21. Looks good but it still has that static JA water behavior. Any way to get it to move and react more to the player? Or is that something related more to physics rather than rendering?
  22. If a mesh is large enough it can be sub divided to go around the 1k limit, you can have up to 32 meshes making up 1 model. Still though, the general goal is squeeze out as much detail from as little as possible, I'm sure we can also go over the models and optimize the low poly mesh.
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