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minilogoguy18

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Everything posted by minilogoguy18

  1. minilogoguy18

    Quickturn

    The animations do exist, there are turning animations in the GLA file that was used in JK2 SP but not in JA AFAIK. It's just a simple shuffling of the feet and rotation of the hips. I made them for my high def AT-ST and they work in JK2 SP, the player has them as well. Seems like you'd just have to figure out a proper combo of buttons, much like how the backwards slash works and program the rotation of the character. The games I've played that had it didn't have a dedicated key to do this but rather 2 that were pushed simultaneously that were already bound to something else.
  2. Could still use a couple of mappers though.
  3. Well I'll be downloading and installing a newer SP, I was still using the original beta lol. As far as SD goes I have version 4, it's a bit out dated now, should probably update.
  4. Yeah but hosting say a Lugormod server or something like that? Talking is OK I guess but a packed PC server is loads of fun. We may be updating the visuals but the original gameplay that makes these games so unique isn't going anywhere. The modern pipeline is just something people are going to have to get used to, nothing stays the same, apathy is death. I'm not used to a modern art pipeline and it's why I modded this game for so long rather than something newer but as a artist it severely crippled me because now I'm having to play catch up. No more making everything is Softimage, now I'm having to sculpt in ZBrush, retopo then only use SI to do some of the smaller steps to get the low poly model game ready. PBR texturing workflow replaces simple diffuse+spec using a simple .shader text file to blend them.
  5. If a rubik's cube is too easy try the Shengshou mirror cube, very interesting variant.

    1. Bek

      Bek

      Who said a Rubik's cube is easy?

    2. minilogoguy18

      minilogoguy18

      They're pretty easy, you just gotta figure them out. Only took me a few days to get it now it only takes 1 min to solve.

    3. Bek
  6. But what about the drag/drop of PK3 files? Doesn't not having that easy ability along with hardware now a days so easily being able to run JA not kill the console community? I like console for the controller mostly because I never had a good PC growing up but I just use a PS3 controller with MotionInJoy to make it emulate the XBOX control style. Also, some MASSIVE changes are about to be made to the PC game with the render engine which would probably make the console version obsolete.
  7. Why take the time to do this? I owned the console version of this console, it's terrible to the point in which I'm sure no one is playing it.
  8. Unfortunately animating the heli ability isn't possible without code changes since there are no bones or animations for sabers.
  9. That girl just destroyed every bit of no talent, electronic music in this thread.
  10. ^This. They're not really WIP threads, there's no works in progress being shown, just a new kitbash every page or so.
  11. You don't bind it to the torso, you can have up to 4 bones influencing a single vertex through bone weights. Similarly to how say the elbows and knees are weighed you need to do the same with the hair. You need to look up some tutorials on envelope weighing in Blender. Those frankenstien tutorials don't really teach you anything at all.
  12. We need our own discord channel much like how JKG has.
  13. Finally, some recognition on this problem, it's true that new comers come on here, request something only to be told it's already been done and that they have to dig through a massive WIP thread to find it because the file isn't even hosted on this site. So there is even another issue here, most of the stuff can't pass approval to be hosted on this site so an external link is needed so people just checking the downloads section wont even find what someone else told them existed.
  14. My main thing is this, I want to view the models as they would look in game to reduce the need to fire up the game to see how things will look. Marmoset costs money, updating the tools we have is free, time consuming but free. I'll probably fondle more with either integrating the render engine into an XSI viewport to make a .fx shader that mimics the games shader.
  15. minilogoguy18

    Quickturn

    A lot of shooter games use this, it would be a nice feature. I don't see how it would be cheating when all players would have the feature. SP is kinda irrelevant since it's so easy without it.
  16. After probably throwing it out there for some time now @@Archangel35757 has agreed to help develop a plugin for Softimage Mod Tool that will allow for MD3 export. In the future I hope to get import eventually but it really isn't necessary to the actual artist. He's done pretty much all the work so far, I'm just trying to follow along the best I can and I'm sure I'll be the final test mule for this. So far it shows on the top menu and has a dialogue box but isn't writing an output file just yet. Hopefully some other people find this useful, I know I definitely will.
  17. Can there be a separate sub forum for frankenstien/kitbash models? I keep going to the WIP section only to find threads crypticly named with no new stuff.

    1. Bek

      Bek

      I second this. No disrespect to people who do kitbrushes, but it's very repetitive, and I'd like to see some actual new content.

    2. AshuraDX

      AshuraDX

      Also a good Idea, jsut made a Post in Ideas&Issues about this.

    3. MagSul

      MagSul

      That would be good!

  18. I tried to do some googling but my terminology probably wasn't right. I was trying to find if there was an open source modular option to do this. Sort of like how we've added in a different render engine, same would go for collision/physics.
  19. @@Psyk0Sith, since you have the high poly and low poly would you be able to bake all the maps out needed to set this guy up for PBR? Reason I'm asking other than needing it once he's in game but @@Archangel35757 and I want to make .fx shaders for both Softimage and Max to be able to mimic what the model would look like in the game engine.
  20. Would it also be possible to add the MD3->GLM feature that MD3View has? I always used to find it useful for weapons to just load the MD3 world/view model then convert to GLM.
  21. ^This. An update to ModView would be best because of all the Ghoul2 specific features.
  22. Couldn't we just set the lowest LOD as the models collision like it already does with weapon detection?
  23. That was talked about before but not really pursued, any reason?
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