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Everything posted by minilogoguy18
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I want to see your model.car settings, you know, after you do File>Add files then double click on the root.xsi file in assimilate to bring up the properties. You may have a field unchecked like "Make it's own skeleton" which must be checked and the path must be set beneath it but judging by the cmd prompt it looks OK. If you follow Duncan's tutorial to the T you should have no problem, it just doesn't cover animated vehicles but that's not much more work really. I followed this same tutorial to get my first vehicle in game many years ago with no problems. Might wanna go over some of the steps again.
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Is this an animation bug or intentional?
minilogoguy18 replied to gameragodzilla's topic in Jedi Knight Tech Support
Maybe because the movements is sped up as well as the OP not having saber trails enabled? @@gameragodzilla try recording again but this time enable saber trails. -
Bespin Cloud City Vader SP Mission - WIP
minilogoguy18 replied to Langerd's topic in WIPs, Teasers & Releases
I'll have to try it soon. To the people talking about the saber being dropped and seeing a default saber and not Vader's that's because there is no MD3 model of the saber. World objects use MD3, not GLM so when you drop your saber there needs to be a MD3 version of it in the files or else it shows a base saber instead. -
Don't worry about confusing people, I'm reading this expecting it to be explained as a PBR workflow since that's what it is. If I feel lost at any point there's always google lol.
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Is this an animation bug or intentional?
minilogoguy18 replied to gameragodzilla's topic in Jedi Knight Tech Support
Post a video, SP and MP have different engines btw. -
Ask me anything about the Jedi source code
minilogoguy18 replied to MGummelt's topic in Coding and Scripts
Well see I know a way in SI so that I essentially weigh the model as 1 mesh, no segments, then I extract each segment from the model without deleting the polygons so that I'm cloning parts from a standard. Then I transfer the weights over to the segments so that I have perfectly matching weights at the seams so that there are no gaps or tearing. I'll pretty much do the same thing with the LOD's, copying the single "master" mesh then reducing it's polygon count by either using an operator (usually kinda messy) or I do it manually which gives the best result but takes the most time. I do it manually by simply collapsing parallel edge loops or deleting every other edge loop. Then I just repeat the process above to get all the segments for the LOD. The more LOD's you make, the better the performance, MD3 models can also have LOD's but they're in separate files with _1, _2, etc suffix's. The biggest thing other than the draw distance is the collision detection for weapons, the lowest detailed LOD will be used for weapon collision which greatly improves performance. I don't make anything anymore without making LOD's, they're an essential thing to include, every game uses them. There probably is a way to do that in Max but I don't know how, this method though is the best I've found. -
Ask me anything about the Jedi source code
minilogoguy18 replied to MGummelt's topic in Coding and Scripts
Well someone would have to know what software you're even using to teach you, I'm using Softimage so unless you're using that I really can't teach you anything. Segmenting a model is super simple as well as making LOD's. Those limits really don't need to be changed, you just have to learn to properly set the model up for the game. -
Ask me anything about the Jedi source code
minilogoguy18 replied to MGummelt's topic in Coding and Scripts
@@Asgarath83, make LOD's for your models and you'll never see the mini heap size error ever again. The 1000 vertex count per object is not a big deal, at all, far from it. You can have 32 parts to a model with 1000 vertex's each, that's a 32k vertex count for 1 model which is VERY high. Even games made for 8th generation game consoles don't have that much detail for a character model so the limit is actually quite high. To put that into perspective a game like The Force Unleashed the Darth Maul model which I'm sure you would agree is much higher quality than anything in the base JA game has less than 6k vertex's and you want to be able to put models in game that have more than 32k. -
If the format can't do what we need it to do then why stick with it? I know it's a lot of work but if the format was considered out dated 12 years ago when they introduced dotXSI 5.0 then it isn't viable for the future and even that format can't do what we need.
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The mod definitely hasn't stopped, it's making tons of progress, mainly on the engine/code side atm. We're currently looking for someone who's skilled in web design that may want to help promote the mod. We'll be trying to fill this section soon with pretty pictures and such.
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I bet there is someone here that would be more than excited to do the job. Someone who may not be able to lend a hand with much technical stuff but want's to be part of the mod to where they'd jump on the opportunity.
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I'll have to send you a file some time because I can export with both and reimport and they both are there. Maybe I'm just confused and 1 of the custom pSets aren't doing anything.
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^Yeah, I mentioned some time ago that we should probably post off site some ads to try to attract some mappers. If we were to showcase something it might have to be something small. @@Ramikad had an awesome shot of the Sulon Star docked on the surface of Ruusan. Even without the new render engine it was quite a nice shot.
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Well at this point I think we need to fill the 1 section up that people can see with as many pretty pictures as possible, it's the only way we'll keep interest and possibly attract the mappers we kinda desperately need.
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Brand New Rigged Models With Links!
minilogoguy18 replied to Daedra's topic in Mod Requests & Suggestions
The reason why people like me just point people to tutorials is because the ones who make original content are far too busy with large scale stuff to stop what they're doing and spend time making something that doesn't interest them. We're all self taught by youtube here btw so it's not impossible to learn. The reason things fell off is mostly because of porting, it's like people on welfare, why work when you can have something for free? -
Mod Tool uses VB script and J script, I use VB script for my rigs a lot but I'm mainly a copy/paster, not super knowledgeable. I managed to pull of making custom floating tool menus that had buttons that would control the rig as well as making a synoptic page which was pretty much a HTML image map. Kinda basic stuff. Softimage doesn't use a fancy scripting language exclusive to the software like Max and Maya do, they chose to keep it simple so any knowledge of scripting can pretty much be used, it's just learning the interface like any other program.
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I'll have to update the mod when I get home from work and take it for a test drive.
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Brand New Rigged Models With Links!
minilogoguy18 replied to Daedra's topic in Mod Requests & Suggestions
I know there are some people making original stuff but it's like a very small portion of all the people registered here, like VERY small. What will happen when every model has been mashed together and they run out of ideas? -
@@Teancum Well given the render engine changes which I'm sure has caused that to be pushed back some we were going to release a 2 level demo which we have the first 2 levels done (I think I remember him saying level 2 was about done) so that should grab some interest. Especially with the visual updates.
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I suppose I still can't convince you to write some plugins for Mod Tool to allow GLM import only, MD3 import and export?
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Brand New Rigged Models With Links!
minilogoguy18 replied to Daedra's topic in Mod Requests & Suggestions
No ones making any original content here anymore. It's all just stuff that's been chewed up and spit back out. There is infinite possibilities with this game and that's not an exaggeration but people are more worried about swapping parts on 10+ year old models than taking advantage of the latest innovations to the games code. Now you can have visuals that match a seventh generation gaming console. Nothing but a bunch of rehashing. -
XP?! Why in the world would anybody be running such an old OS? Should we also really be keeping the mod so open for anyone to download at this point? Next thing you know stuff from our mod will end up in someones big mega pack or 50 something page WIP thread with no credit towards it's creators?
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Brand New Rigged Models With Links!
minilogoguy18 replied to Daedra's topic in Mod Requests & Suggestions
This sort of thing just decays the JK modding community because no one learns to make anything. -
Where we once had a complete first level it seems now with the engine changes the map needs a reworking to take advantage of the new render engine.