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minilogoguy18

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Everything posted by minilogoguy18

  1. You can't just make your own skeleton when it comes to a player model you want to use in MP, must use the game skeleton.
  2. We should adopt this to DF2 @@DT85. It does look much closer to the movies, it'll look better in base JA rather than MB2 just because it always seemed like MB2 slowed down the saber animations and saber combat in general.
  3. @@DT85 could you maybe update the first post with completed features and future additions? Seems like you meant to do that based on the writing in the first post but probably forgot lol. Just trying to get a general idea of where the render engine is kinda at right now, gonna download and install the latest update tomorrow after work.
  4. Looks awesome even if they aren't really the proper textures. One thing, to whoever may be doing work on that map, the steam coming out of the vents should be a little slower and larger plume. Think NYC storm drains in the winter.
  5. Jesus tap dancing christ. You could quad post for all I care @@SomaZ
  6. Nice to see realistic versions of CW characters.
  7. You can knock any character down with any level, their rank in the power just has to be equal or less than yours. If it's equal the chance is lower and will usually only succeed if their guard is down or not facing you.
  8. Those screen shots don't really look much better than JK2 does with all the settings cranked up. I feel like updating the visuals of this engine would be a better approach rather than rebuilding everything from the ground up.
  9. Yeah, not to confuse, when we meant support we meant being able to choose 16:9 in the settings menu in game rather than having to do it through cfg file editing, we also have menus, load screens and hud redone so that there is no stretching.
  10. Oh sorry Psyk0, I was asking @@DT85 if the view model anims were done lol.
  11. Cinematics are a good starting point but we all know that the budget was very low and the costume design poor. DT would have to make final decision but maybe a mix of both? You did an amazing job on reimagining Gorc, perhaps you could take ideas from both and make something new but still hold true to the idea behind the design. While we're here though since the mesh is going to be seen in more detail did you redo all of the first person animations? Wondering if all the digits and joints are there to make it look as good as possible especially when using force powers.
  12. Does the mod load anything from the standard base folder or just what's in the DF2 folder?
  13. I know it's WIP but I just have to point out that the hands have a bit of a glossy look, maybe dial back the spec? Probably isn't final though but just a thought.
  14. Fixed, level 1 is unplayable currently with the lighting being setup for the vanilla render engine, I tried out Yun, crashed when he did the saber taunt where it twirls above the hand while off.
  15. ---------------------- 36914 files in pk3 files execing default.cfg execing opendf2_sp.cfg couldn't exec autoexec_sp.cfg Running Jedi Academy Mode ----- Client Initialization ----- ----- Initializing Renderer ---- Trying to load "rddf2sp-vanilla_x86.dll" from "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData"... Mismatched REF_API_VERSION: expected 15, got 17 Couldn't initialize refresh Ummm?
  16. Yeah, with the forums hidden we need someone to specifically promote, I'm sure even the first glimpse of what we have so far is going to make peoples jaws drop.
  17. That screenshot =O
  18. You need Jedi Academy to be able to run this. The 3 level demo is in the downloads section.
  19. @@Liam You don't need blender if you have 3DS Max, just visit @@Psyk0Sith's website to find a 3DS Max to JA tutorial. His butt, elbows, knees and ankles will need more loops to deform properly.
  20. Maybe for melee's sake make them non symmetrical?
  21. No one learns overnight, it will take time.
  22. Why is the trigger just a big piece of metal? It's not that way in the prop, I mean it sort of might look like it but that's just shadows being cast.
  23. @@Archangel35757 Did everything pretty much, I just made a script that will give you a tag primitive and it's local axis matches the axis the game uses. I mainly just helped him find his way around SI and did some testing. I LOL'd when he said it was much easier to make plugins for SI than Max which is funny coming from a hardcore Max lover.
  24. The advantage of a viewmodel is you can put more detail into the areas you see since the game wont be rendering an entire character model, performance will be better.
  25. You could just use Face Robot, it already exists and does a pretty good job, it's not just for MOCAP.
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