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minilogoguy18

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Everything posted by minilogoguy18

  1. 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.
  2. I already gave you the relative paths that all the games original assets use... C:\base\ or whatever HDD you want to use but the base folder should be on the root of the HDD. I know that the game may be installed in C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData and radiant may try to install everything in that destination but it's WAY easier to use the root location. Some of the games tools only work when using the root of the drive, for example Assimilate and carcass.exe for compiling animated GLM/GLA models.
  3. http://i.imgur.com/wqWpuFM.png I need sounds for this guy so I can just release it already, anyone wanna dig some outta the LoK games?
    1. AshuraDX

      AshuraDX

      finally, I'll see if I can isntall LOK Defiance and rip some sounds out of that game for you. Just can't give you any sort of ETA.

    2. minilogoguy18

      minilogoguy18

      No worries, he's been done-ish, he could use another LOD perhaps. The weights aren't going to get any better, muscular characters never work on this skeleton, the structure isn't right.

  4. EffectsEd along with the other tools actually work, decently but they work none the less. You literally have to unpack all the assets into a base folder that is directly under the root of the drive (example C:\base\) otherwise like stated you'll have problems.
  5. It could be so many things, you're using a model that was made to be used with a certain class and you're changing it. Why in the world do you want the remote to use the class_reborn?
  6. Post a link to it, I couldn't find it in the downloads.
  7. I tried to think of it as if they had to be functional as weapons so the Katarn hilt was always the best choice due to it's simplicity and the length of the hilt. Desann's hilt was unique and very fitting to his character but as far as a JA hilt goes firebrand seems to be the most functional if it really had to be used in a fight and not just for looks. All of the JA specific hilts are too short to be used with 2 hands it seems. I always liked that the Katarn hilt looked as if it could be held with 2 hands with some additional length making it more a fighters hilt rather than doubling as a decorative piece.
  8. Well there is a tutorial for this that is old but it's written for 3DS Max 5. If you had good knowledge of whatever other software you might want to use you could at least translate it over and use it as a guide but without the knowledge needed you might have a hard time.
  9. You won't be able to make it playable without having a GLA file so you'll need some sort of modeling software to do that. You'll also need to be able to add tags for the exhaust and weapons.
  10. I mean it works for testing and seeing texture detail in game but definitely needs to be darker.
  11. Is there a setting I'm missing or something? Everything is so glossy EDIT: NVM, must have been due to the shaders being incomplete, game crashed when Yun pulled me while I was using the Bryar pistol against him, I was in 1st person mode. My only thing is that with the lighting, everything is like full bright in there it seems. The room is much darker in the cutscenes but I'm sure that will probably change once SomaZ implements the new lighting system.
  12. Finally some people that agree that KotOR 2 is better than 1, you still have to play 1 though to understand things happening in 2. TCW game for gamecube/XBOX was bad, Obi-Wan was bad. Never played any of these newer games in Wii that are spoke of but I could just tell they were no good without even playing them.
  13. The problem is that most of the time the people who talk about it are in over their heads, it would take like all of the best of the best around here to even get it off the ground, finished is a whole different story.
    1. GPChannel

      GPChannel

      amazing maaan :D

    2. minilogoguy18

      minilogoguy18

      Not my model but speed sculpts are always fun to watch

    3. Psyk0Sith

      Psyk0Sith

      That is one intense Mario on shrooms!

  14. Well the thing is that retargeting wouldn't look good IMO, he's a large alien, a postured humanoid walk would look odd. He needs lumbering, heavy movements. For the swings they're all 1 handed where he throws his weight around. He isn't a saberist, he's a monster with a light saber, I was animating him to be more the latter.
  15. MD5 animations could probably smoothed out simply by just doubling the frame count and frame speed so that a 10 sec animation plays 10 sec after re-scaling but with more interpolation you get a smoother playback. Similar to rendering at a higher frame rate. Making 2 skeletons with similar proportions but different local transforms would be difficult, would require math to be done by the game engine constantly but I'm no coder so I'm not sure. This is how it's done when using scripted expressions in Softimage using 1 transform value to drive another objects totally different transform value like for instance translating a cube along the local +Y to rotate a sphere in local -X. Seems like the game engine constantly doing all that math for 60 or so bones every frame would slow things down.
  16. What modeling is needed for the map? I'm a tad lost on this but maybe I could model some things.
  17. Yeah for non organic objects or hard surface models you can use NURB's meshes and bake down to a lower polymesh model. Props can also be grouped with weapons and vehicles.
  18. Yeah, really just takes someone with the drive to keep up with the rest of the team. I also already mentioned this in a steam chat but ZBrush skills would arguably be more necessary than low poly modeling skills when it comes to character development.
  19. Don't photosource, looks terrible. Especially how Windu's left brow is raised all the time, like he had a stroke or something. Faces should be relaxed.
  20. If DT is OK with you asking on discord I think it's a good idea, especially given that is their area of expertise.
  21. I'm pretty much doing the saber swings/transitions and that's it, I also added a couple of force powers that you didn't originally list. He does need the textures baked for PBR though to show him off well, all I have right now is an AO map. I was slacking a bit lately due to some RL things but I intend to jump back into it since things have mellowed out.
  22. Yeah, @@SomaZ's work is awesome, IMO it's ahead of every other renderer so far for JA.
  23. Been thinking about this lately and seems like we should probably try to get the ball on this rolling if not at least have a general idea on how to tackle this. @@Circa now acting as PR person I'd like to see just what we can show off and what we should keep under wraps until ready. Anyone got any ideas on what to show off first? Maybe some nice shots of some of the maps that are ready? Seems like only the Gorc/Pic duel is the only one close to that. We also should probably get some of the models ready to be shown. @@AshuraDX and @@Psyk0Sith do you guys have some of the stuff to where it can be shown in PBR form using something like sketchfab? I know Psyk0 has Gorc who probably needs all the maps to be properly baked and Ashura has at least the Bryar and maybe the AT-ST can be shown too? I know we could probably use another mapper at least or even a modeler so I was thinking showing some stuff off publicly would attract some attention. Thoughts?
  24. This is a good thing though to have this program to be worked on actively by someone passionate about moving the game engine forward because I'm sure you'll agree as we're both users of the 3 programs in Autodesk's main suit that Radiant is really lacking in a lot of areas as far as how to create and render geometry.
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