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minilogoguy18

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Everything posted by minilogoguy18

  1. Why not just loo at the JK Enhanced mod and help them out? You're practically wanting the same thing. It would take someone with great skill to remaster the game, the models, efffects, textures and maps all need overhaul to bring them into 2017.
  2. Your model generally just has relaxed normals with no hard edges for normal maps to work properly, in most instances you don't use hard edges. It's strange what you say about tangents and binormals when I can export a dotXSI file with them applied and reimport that same model and they are there.
  3. They probably didn't properly position the hands to match the base pose. There is a lot of amateur work out there especially when it comes to ports.
  4. I think in 2017 4:3 players are far and few between, it's much better to just focus on everything working in widescreen since that's like 98% of all users.
  5. After this what about the binoculars? Do they work properly? I know it might be too soon to ask since you kinda gotta finish 1 thing at a time.
  6. Now export all of those objects into the game as that's where it matters, the render engine of the 3d software being used is pointless to showcase. Put them up on turn tables next to one another.
  7. I don't know about max but for Softimage you can install a later version of crosswalk than that what shipped with the software to update the plugins.
  8. The reason is dotXSI is super old and going away, the only reason why it even exists still is because of you, no one else is using it. FBX support will ensure software will be able to be used to mod JA in the future. If you lose interest tomorrow it's all over for future Max users and on top of that Maya, which is the #1 software hands down being used in 3D today can't even be used for JA unless you get a SUPER old version. @@DT85 should probably just decide hands down what he thinks is best for the mod, I'm OK with putting FBX through carcass.
  9. I really like @@Almightygir's suggestion and I'm super stoked that he's willing to help in the near future. I wanted FBX support (or even the newer dotXSI 6+) ever since the source code for the tools had come out simply because a newer format could allow us to do so much more. It also would ensure that newer software would be able to be used to mod this old but still surprisingly popular game. Softimage isn't quite gone yet though, there are still very active communities and Autodesk still offers licenses and student licenses for v2015.
  10. Blender can export the model, there should be a tutorial around here somewhere I think. You could import a standard JA character and see how exactly they're set up hierarchy wise as a reference on how you should divide your model up for dismemberment and what tags to parent to each object.
  11. The FBX->GLM converter does not do LOD's, I'm pretty sure he said something about that a few pages back. Does Raven really even care so much about tools for a game that's approaching 15 years of age? Can we not modify things to get the results we want? You also have to COMPLETELY FORGET ABOUT LEGACY AND COMPATIBILITY, this is not a simple model we're trying to make work in the base game. This is a stand alone product that will only need the game discs for CD checks, other than that once we get into the realm of changing the models/maps to use PBR we wont be using any base assets other than the character animations which can be converted into any format we desire. We're not charging money for this so using the animations isn't going to be problem. If anything if this thing sees the light of day Raven would make money due to people spending the $5 or so bucks it costs to buy the game on steam to be able to play the TC. It seems like at this point we either need to alter the GLM format for DF2 and DF2 alone to make the models up to 2017 standards or deal with being outdated. The other method which may not see any progress is the FBX->GLM converter to spit out a tangent/binormal data file but then it'd also have to be updated to do everthing which brings us back to carcass and making something to replace it or do what it does but more. I would love to use a more current substance pipeline with marmoset.
  12. Do you want me to add just the tangents or binormals too?
  13. I just exported my own file since I don't see the point at all of trading files back and forth.
  14. I don't think I see what I'm looking for, you might wanna download 7.5 and do whatever experiments you need to make your exporter work.
  15. It seems the file you were hosting no longer exists.
  16. I'm not using version 6, I'm using 7.5, it can be found for download on ModDB, would host it here if it's considered OK.
  17. The term you're looking for is vertex animation, it's the only way to do animations in MD3 files which is why it wasn't used for characters because it's not nearly as accurate. You'd be better off using OpenJK so that you can use GLM for first person view models.
  18. Will this have the ability at some point that xfire had where the server you were viewing you had the ability to just click a button, launch the game and connect to that server? If so that would be awesome, I used to love that program for that ability.
  19. I thought there was at least an HK out there. I had plans on putting some KotOR models in game in my free time at some point.
  20. What's odd is that rather than what you'd think isn't really happening, I'd expect it to be stretched horizontally but it's actually squished vertically judging by the green ticks.
  21. Well I haven't looked at the file in a text editor or anything but just simply exported it and reimported it and both properties were brought back into Softimage. How it stores them in the dotXSI file I can't say. As for the options, no, there are some other options stored under the texture coordinates cluster. http://softimage.wiki.softimage.com/xsidocs/tangents_binormals_EditingTangentsandBinormals.htm You might wanna ignore some of the clusters I have in there, I need to do some scene clean up.
  22. @@Archangel35757 those 2 options are really only for using secondary UV maps and such, the default settings are usually fine in most cases, it mainly applies to models that use more than 1 texture where you have separate clusters controlling UV islands. You also should apply the binormal custom pSet in the same menu as tangents only applies to the U coordinates or X where binormal controls the Y or X and your standard polygon normals which you're most familiar with editing by way of smoothing groups is Z. The reason these properties are needed is to accurately compute which direction the normal map displaces the mesh so there isn't a completely inverted area. If you want to smooth out all the awkwardness just go into the clusters under the object in the explorer and find the tangents, a PPG will open with a slider that will allow some smoothing. I'm having a tough time remembering every little detail since it has been years since I've used this stuff as I'm not modding games anymore that use normal maps. At that time I wasn't even using xNormal, just the Mental Ray renderer in Softimage with the Ultimapper baking tools.
  23. I didn't see the splash effects, would be cool to have droplets on the screen when in first person also.
  24. @@Archangel35757 On the left pane no matter what mode you're in... Get>Property>Tangent You'll also see Binormal in there as well. I just can't get around to this right now, company at the house.
  25. @@Archangel35757 I would have thought that you would have Softimage installed considering you're trying to check for errors against files coming from max with all your exporter work.
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