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minilogoguy18

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Everything posted by minilogoguy18

  1. Like I posted in another thread but it probably went right over peoples heads, there is so much frankensteining going on with old models that they're pumping all these "new" models out using the old render engine with probably no idea that it's all going to be outdated very soon.
  2. A single tear just rolled down my cheek...
  3. No, the problem is that the 2 games use a different skeleton. Jedi Outcast had more bones, it had all the joints for the hands and had a bone for each toe. JA had no toe bone and only 2 fingers (excluding thumb) with only 2 joints each. AFAIK the JA gla file has all the sequences that JO had plus the additional ones JA has (dual sabers, staff, kyle boss and tavion boss).
  4. Probably need one for modeling too but it's generally not too far off, it's just textures and shaders. There are so many things being frankenstiened right now and the people doing it aren't realizing they're building stuff in 2017 using 2004 tech, they're way behind, the renderer for JA is undergoing a serious overhaul and being thrust over a decade into the future. The stuff being made now will work in the new renderer but it's not going to look so great when put next to the stuff being worked on to go with the new render engine.
  5. I'm trying to learn right now, hard to find the time with work and other things going on but I'm desperately trying to figure some of it out to try to get MD3 support for Softimage.
  6. The best you could do is request this small edit be made for OpenJK, it's the game engine that's going to replace the base vanilla game. Not a whole lot of people run the original game engine anymore.
  7. Can we make a "NO Clickbait" rule? Threads that I keep finding with titles that are either some cryptic text or have nothing to do with the contents of the thread.

    1. Show previous comments  4 more
    2. Daedra

      Daedra

      This is not Youtube. What do people have to gain from clickbaiting on JKHub? So someone will look at their thread that would not normally. Yeah, major problem.

    3. AshuraDX

      AshuraDX

      THJat search feature only works if there is actually a name supplied to the mfile and not just some link to some massive bundle on some page in a 30 page thread. And then there are those people that appearently do nothing but lurk through those ridiculous WIP Threads flame people in the request forum for requesting soemthing that's hidden away in a massive thread. I have beenthinking about setting up a post in the ideas and issues section about this for a while, as I may have a Suggestio...

    4. AshuraDX

      AshuraDX

      ...Suggestion but before I post that I want to polish my currently very rough draft some more.

  8. We got some real sensetive, thin skinned and down right soft people around here these days.

    1. Show previous comments  4 more
    2. TheWhitePhoenix

      TheWhitePhoenix

      If you need a laugh, I threw out my participation reward from second grade cause I was absolutely disgusted by it and it's relation to how weak kids really are these days. For those wondering, I'm a 90s kid, early 90s. Back when that whole "award for just paticipation" stuff began.

    3. McGroose

      McGroose

      "Gave somewhat of a shit award"

    4. minilogoguy18

      minilogoguy18

      I don't think this is a kids game, nor was it aimed at kids. It's not like we're playing some game based on a Disney movie.

  9. Hapslash is the name of a modeler, not a term for slapping parts of models together. >_> It's like there's a chop shop opening up on every corner around here.
  10. Technically DF 3 should be MotS, although it's considered an expansion since it was built on the old JEDI engine it's still a whole game and story.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. Post a video, SP and MP have different engines btw.
  16. 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.
  17. 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.
  18. @@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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. ^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.
  24. 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.
  25. 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?
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