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Everything posted by minilogoguy18
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No, just use regular crosswalk>export, it'll export a dotXSI6 file which is a newer version of .xsi, doesn't work for JA though but will let you transfer. Just looked at your file and most of the transforms on the model are not right, you need to go back and use the freeze all transforms then freeze the modeling construction history, the Freeze M button is at the bottom of the right tool pane, may have to collapse the transform tools by right clicking on the dark gray transform bar before you see it depending on screen resolution. With Freeze M rather than the regular Freeze you can edit the mesh and freeze them without losing the envelope weights operator. You mainly need to spend more time fitting the model to the skeleton, mostly the hands and feet, the feet should point straight forward and just move the bolt_*foot up so the bottom edge matches the bottom of the models foot so he doesn't either float above the ground or clip through it. Grab the null skeleton from the tutorial thread too, that one has too much clutter since Corto started on a rig using it but never finished.
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All you need to do is install the Valve source addon on both versions and export/import the weight map. Crosswalk also, didn't think about that at first, just do a regular export but the valve source addon is very useful for weight map transfer when importing/exporting using a universal file type like .3ds that doesn't support envelope weights.
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If the textures don't look right in Textured Decal then they aren't going to look right in game either without serious shader help, dynamic lighting and shadows. Trust me on this, I did the same thing as you when I first started using Softimage years ago, based all my textures on how they looked in renders and the OpenGL setting, they'll look super bright in game. Dismemberment is all based on tags and parenting, that's how the engine figures the dismemberment. Used to think it had to do with naming of the meshes but I found otherwise since I rigged and compiled the geth model and split the hips and torso into 2 segments. Used an admin command that kills a player and dismembers all parts and the hips or torso never split. Also, don't be afraid to move tags to suit your needs, unlike the bones the position is not crucial for them to work properly, if the tags say for the feet don't match with the bottom of the characters foot (which control how the feet interact with the ground, the model DOES NOT dictate this) but the ankle joint matches the skeleton feel free to move them appropriately so that the bottom edge meets the bottom polygons of the feet. Tag surfaces should be enveloped to the closest bone and never have more than 1 deformer (bone), they also should be child to the closest mesh, just as caps are child to their coresponding mesh. Just post exactly what you're trying to do and we'll figure a way that makes it all work, caps too if you want. Also, just found out a week ago and update the Mod Tool thread, you need to use version 6, Autodesk capped the dotXSI exporter so that animation and UV coordinates will not get exported on the 7.5 version. I know that the 7.5 version has some enhancements overall but 6 can do everything you need it to and isn't really any different. 6 also comes with .obj and .3ds support which was removed from 7.5 probably because Autodesk wants your money hence why you cannot buy a Foundations version of Softimage for $499 anymore like you used to. Also, if you need any Softimage related help feel free to post in the tutorial thread and I'll answer usually very quickly.
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Stop doing renders with black backgrounds, it makes it difficult to see things. Just show a viewport shot, no need to show a render, the textured decal view will show everything they way it'll look in modview with no shaders. The headlight setting is your friend.
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You should post what it actually is including pics if you want to catch the interest of others.
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win
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If anyone on here has any good experience in building on a lugormod server lmk, looking for someone with experience to help out with a server I host from time to time. Despite being on a PC the ping is decent for most.
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I like the Vex, reminds me of MGS4
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^Don't use .jpg, it sucks, low quality and lack of alpha. Use .png, all the functionality of a .tga but with a much smaller file size. If we pack a jpg in the pk3 it'll look lower res than all the others which are .png.
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Solved Weighing models in Softimage Mod Tool 7.5 (XSI)
minilogoguy18 replied to Azatha's topic in Modding Assistance
I just updated, big F up on my part, I was used to using 6 and thought that 7.5 worked cause it does have the exporter BUT the UV info is lost, Autodesk seems to have capped it since they bought the Softmage line. I uploaded the version 6 as I just tested it with the Geth player model and it compiled perfectly. I could also upload the file here if the staff thinks hosting it here is a good idea, right now I just uploaded it to my GF account. It's definitely not illegal considering it's hosted in many places (7.5 mainly, the download I found for this installer took forever). If you know anyone using this, spread the word that 6 is the one you want. Even though I have a student license for Softimage 2013 I'll use Mod Tool 6 for the video tutorial I'm making. -
MS... Cause everything works on it. Don't complain about security with MS, get better at protecting yourself.
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^Pretty sure she made that, she's got a heap of ME stuff she's making.
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^Don't worry, she's working on many different color variants. Dunno if you noticed but in the rush to test it out I didn't add the lines in the .skin file for the caps.
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I may have to get down on this but I'm mostly used to playing lugormod that doesn't use that flip kick.
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I haven't played them at all and I'm riggin the model. =p My PS3 is just a peice of furniture in my living room.
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Question about saber trails, mainly script/code
minilogoguy18 replied to minilogoguy18's topic in Modding Assistance
I've given up on it for now since the priorities of some character models are becoming more important. It's in game and working like most other swords. While I'm here, anyone know anything about attaching effects like how the sith sword uses the red lightning? Heard that effect can be recreated in MP but I could be wrong. -
^Just google "jedi academy widescreen" and the first result tells you how to have proper widescreen, just the hud and menus are stretched but everything that is rendered in 3d is in true widescreen.
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Making the game run in true widescreen is easy but I bet messing with the image files for the HUD like reducing the width and "squishing" them so that you sort of trick the game into showing them properly in widescreen shouldn't be more than a few trial and error runs. I never cared enough to bother with it since I use the simple elegance hud since everything else is just a distraction.
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I wouldn't advise moving the bones, I normally just set a key at 0 and 1 on all bones using both translate and rotate so that I can move things around to check the weights then just hit the left or right arrow keys and it snaps back to the base pose. You can post his tut if you want, I don't remember it being very good since he made it the day after I taught him how to rig a model in Softimage so it was really made by a total amateur. Once Kain's textures are done I can make a good video tutorial like I already have done for SWBF2.
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The thing with thumbs that most people make mistakes with is that they model them coming out of the side of the hands when the thumb actually comes out from the bottom of the hand. Even though he is a machine knowing this and studying some hand models should help.
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There you go, you don't need that option anyway, that's there so that Softimage will make copies of the textures used by the scene to the folder you export to. As long as you have UV information, textures applied to the model in the scene and a .skin file then you're good. EDIT: Updated tutorial thread so hopefully no one encounters this problem.
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You can make a custom skeleton and animation set but you could not play as it in MP, it can be a NPC or you could play as it in SP but that's it. Post your dotXSI export settings, I forget what exactly I had to do to get things to export, I don't think that all options are enabled but the ones needed are. EDIT: Just exported Almighty_gir's Revan again to make sure, must not be doing something right.
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Released Jedi Knight Galaxies Developer Screenshots
minilogoguy18 replied to Silverfang's topic in WIPs, Teasers & Releases
It's an amazing mod but how well do you think you can compete against the real thing considering you can play SWG for free now? -
WIP Kain - Legacy of Kain series
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
They are intentional, take a look at any sort of concept art. The stomach, not sure if I'm going to collapse anything since I just want it to deform good and not be all rigid.