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minilogoguy18

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Everything posted by minilogoguy18

  1. The neck and back of the head is jacked up, don't know why you're taking the time to UV and texture when the modeling isn't right. Also, what's up with those polygons on the lips? He also has no jawline. You need to start over, it's beyond fixing.
  2. It's just that next to something like SWBF2 (another game I mod) the space combat is VERY lacking, small maps, horrible physics and just bad coding. I love SW space combat games, HUGE fan of rogue swuadron series and XWA but JA could never be 1/4 of what those games are in terms of flight sim.
  3. I can't tell what you've changed, I think you should start over, I had to start over many times before I could make a head that was game worthy.
  4. You can add bones but they wont be added to the games existing animations. Think of it like using a JO model, they have more bones and they work but the bones that aren't used by JA wont animate. If you really wanted to add bones you'd have to add them to all the relevant animations and EVERYONE you were playing online with would need the updated .gla file or else crash.
  5. There is, it's just not made of IK chains. I based this one on the JO skeleton becuase it may be possible to recompile the _humanoid.gla using the source files since they contain all the missing bones and are animated, they just seemed to have been removed on compile. a few of the sequences are missing 1 or 2 bones but they can be added by using a simple null in the right place in the heirarchy. Oh and I have a small update on this, I have fit the Kyle model to this and just need to start weighing him to it then I'll export a test.
  6. I've had that map since it was released. If you look at my oldest mods you'll see I used to try to recreate space combat, it was a fail, wish I didn't waste so much time on them.
  7. Nostrils, eye lids, center of top lip and jawline all need improvement. Inyri refreshed my memory on this old page, you should check it out. http://wiki.polycount.com/FaceTopology?highlight=%28\bCategoryTopology\b%29
  8. ^Most of that is not possible, there isn't enough map space to make even 2 main capital ships fit if they were built to scale. You want space battles, go play another game, this is the worst game to recreate this in.
  9. Do you have any animators already on board, sounds like a lot of work for just 1 person to take on.
  10. Space battles in this game are down right terrible, grab a copy of X-Wing Alliance if you want real fun. If you have SWBF2 there is even a battle of endor map for that which is pretty decent but in this game the scale is too small and the flight sim is horrible.
  11. It's a set of constrained control objects constrained to a IK skeleton allowing for posing of the model to only take a couple of minutes. Someone with this could create character animations in the fraction of the time even the most experienced Dragon user could, the videos explain it all. Figured it was only a matter of time before that post came since no one seemed to know what to say about it. This is how character animation is done most of the time in major 3d packages. You can do FK like dragon but that's like rubbing 2 sticks together to make fire when you have a torch lighter in your pocket.
  12. Trying to figure out a way right now where a script can generate the rig with a click of the mouse much like some other biped generator's I've seen so that someone with an older version could essentially 'make' it in an older version since scene files aren't backwards compatible. Like mentioned though, if you or anyone you know can qualify for a single student license you can get the latest version for free.
  13. Yeah, you could probably dig the old thread up on GF. Both the turn left and turn right animations are done, might just do a death animation and that will be enough for it to work in game and take a break from animating to do some texturing.
  14. Should be able to, just need to take the time to envelope a model to it. The valve source addon for stuff like HL2 has a nice weight map export function but it doesn't work quite right in 2013 but I read somewhere that it can be fixed, just gotta take the time to do it. I REALLY hope I can find a way to compile this into something like an addon (google GEAR for Softimage) so that someone with a different version can create it with 1 click from the primitive menu. The magic with this is that all of the controllers are not in the skeleton hierarchy so they do not get exported.
  15. Yeah, kinda struggling with the turning left and right animations, hard to picture when the model in doesn't actually rotate in the program, the game engine takes care of that part so you don't animate it actually turning, just the motion of it kinda doing it still, check out the atst in modview to see what I mean, it's kinda weird. I don't wanna be lame like Raven did with the at-st and just use a sped up walk cycle as the run, this thing is smaller and faster so it needs a separate run and run start animation.
  16. Well metal isn't glossy anyway, at best a dirty peice of metal should only have a hardly noticeable specular shine just so that it has something to react with the lighting in the game and that's it.
  17. Something I modeled years ago but stopped working on for reasons I really can't remember. Started it back up, modeling is of course done, UV mapping 50% or more and I redid the skeleton setup for the feet and the rig. I also scrapped the walk cycle I had before around the old rig as well as a death animation, new walk cycle was quickly remade though in like 10 mins, only real animation work is an exhaggerated run cycle, turn left and turn right. While there are a few more they are all super simple will only take a minute or 2 each to make. http://www.youtube.com/watch?v=Cj_06AKWaFo I don't really consider it a finished walk cycle, it can be tweaked easily and while it is sort of static it's also a mechanical walker and not a person who would have much more fluid movement.
  18. Just lmk when you're ready and I'll send over the scene file, it's ready for testing. You'd have to grab a trial of Softimage 2013 since that's what I made it in but I'm trying to work out a way where I can have it built as an addon and be generated through the primitive menu like some of the other preset rigs so that older versions can use this. If you are a student however I encourage anyone to take advantage of Autodesk's student licensing program, it's how I got full free legal versions of Softimage 2013, 3ds Max 2013, Maya 2013 and Mudbox 2013 though I haven't cared enough to install Maya or Max since I don't use either. http://students.autodesk.com/
  19. The noise effect just doesn't look right on metal to me at all.
  20. Looks like you can do a motion blur over it to get a more brushed metal effect that details can be painted onto like rivets, panel lines, burn marks, scratches, dirt, etc.
  21. The light gray areas look more like stone block than metal.
  22. My plate is kinda full atm and I know nothing about editing .roq files but if someone out there does I think it would be nice to see the cutscenes working with widescreen. Seems like they would probably work if they could be imported to Photoshop and every frame just add black borders to the side so they would play in 16:9. Mainly want this cause I was gonna play through JO which has some nice cutscenes. Anyone?
  23. Yeah for some reason it was something left out by Raven when they released all the SDK's, they used XSI to make all of the games animations. It's odd when you import the source files, all the bones from JO are there as well and animated, they must have used the same rig from JO but I know when you compile a character and you have certain bones with nothing enveloped to them the compiler dumps them, this is how it knows to loose the XSI IK constraints on export, mainly the chain roots and effectors. I'm gonna sift through the base animation sequences and see if I can make something happen, starting with the root pose with a community made skeleton just doesn't work, especially when you're trying to build a foot roll constraint or have the knees bend properly when moving the chain end effector. Yeah for some reason it was something left out by Raven when they released all the SDK's, they used XSI to make all of the games animations. It's odd when you import the source files, all the bones from JO are there as well and animated, they must have used the same rig from JO but I know when you compile a character and you have certain bones with nothing enveloped to them the compiler dumps them, this is how it knows to loose the XSI IK constraints on export, mainly the chain roots and effectors. I'm gonna sift through the base animation sequences and see if I can make something happen, starting with the root pose with a community made skeleton just doesn't work, especially when you're trying to build a foot roll constraint or have the knees bend properly when moving the chain end effector. Yeah for some reason it was something left out by Raven when they released all the SDK's, they used XSI to make all of the games animations. It's odd when you import the source files, all the bones from JO are there as well and animated, they must have used the same rig from JO but I know when you compile a character and you have certain bones with nothing enveloped to them the compiler dumps them, this is how it knows to loose the XSI IK constraints on export, mainly the chain roots and effectors. I'm gonna sift through the base animation sequences and see if I can make something happen, starting with the root pose with a community made skeleton just doesn't work, especially when you're trying to build a foot roll constraint or have the knees bend properly when moving the chain end effector. EDIT I don't think it supports character studio bipeds, bones and IK in XSI is totally different, it creates IK chains automatically where max just uses simple FK bones with a parent/child setup. I have that file by keshire too, doesn't work if you use anything over max 5. ANOTHER EDIT Just realized something that changes things quite a bit, all the .xsi files raven released for the _humanoid model animations all have the missing bones that JO had AND they are animated. Not sure why they took out so many bones but I may just recompile the entire _humanoid.gla and see what happens. http://jkhub.org/topic/902-wip-ja-humanoid-rig/
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