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minilogoguy18

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Everything posted by minilogoguy18

  1. 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.
  2. 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.
  3. ^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.
  4. Next time I see him online I'll message him about this.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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?
  11. 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.
  12. I just like private dueling but HATE when exploits like crazy strafing are allowed, I usually just join random lugormod servers, love everything about that mod so my input on this is biased but mostly just like to duel.
  13. Some mods allow for more .veh files to load, simply just remove some of them. Having that many vehicles really necessary? There was a file floating around that would extend the limit greatly but don't know if it's still out there somewhere.
  14. Figured I'd just start this thread here since the one on GF died but the model is being worked on again, textures are in the works, making Inyri do them since I'm doing something for her. =p Soul Reaver is at least in game which was the reason for my other thread abous sword trails.
  15. ^Read the other thread, they don't care about these old games anymore, the engines are practically the same, highly doubt they'd care.
  16. What's up with the line going down the center of the face, surely you noticed that before getting it all in game and everything.
  17. This thread is hilarious.
  18. Thanks cause I've been doing the same thing just adding and removing lines thinking something is conflicting but I can only get it to work through the console which changes all trails.
  19. Well like you said it has no envelope weights, it can be done but it wouldn't turn out good unless someone took the time to edit the model a bit, I wouldn't really mind rigging it if it fit better and had a little bit better topology.
  20. I made these forever ago for personal use but never saw them up for download anywhere so I'm going to assume no one has bothered. What I have is a full set of broken saber models for SP that work so that no matter what staff hilt you cut in half it use use an actual half model and also a mod that adds the hoth gear to the Jaden customization menu since I usually played as Jaden so I wouldn't be Kyle to a lot of poeple and had a choice of outfits if I got bored. If there is any genuine interest I might just upload them but they aren't very serious.
  21. What's your opinion of moderately expensive on a newer system with newer video card and loads of ram? I'd really like to know more about collision, the main thing that bugs me about this game is the bounding box's, a dynamic collision mesh would be far better.
  22. The only thing a .glm exporter is good for is weapons, unless you found some way to export while going around the compile process that was used by the very developers of this game which was .xsi 3.x->assimilate->.glm that calls for the _humanoid.gla. The only thing with 3ds max is that unless you have a student license it costs $$ and it hasn't been able to export a working animation since version 5 because of a watermark. Does the newer version of max even support dotXSI 3.x? I guess I could always install it since I have full legit student licences for all Autodesk 3d packages but have no interest in downloading and installing just to see if 2013 can export a proper dotXSI 3.x file.
  23. When I use trailStyle 1 I just get the usual sword trail, I guess I'll just have to overwrite the trail effect with the blur one to make it work only for this model.
  24. Gonna clean the base then and just run a solo game, hopefully I can get it to work, the Soul Reaver just woulnd't be right without using the blur trail.
  25. Exporter isn't that useful IMO, best to have a newer .md3 exporter and .qc file generator since you can just use md3view to convert to glm so that weapon models mainly will have a proper mesh when dropped. Whats the point of having one for 3ds max when I don't think there are really that many people using it anymore? With Mod Tool 7.5 and now a blender plugin you can mod this game solely with freeware. Maybe we can get some .xsi files that work properly? Currently trying to find someone to make a .md3 exporter and .glm importer for Mod Tool 7.5
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