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Everything posted by minilogoguy18
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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.
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Attempting to Remaster JK3
minilogoguy18 replied to MusicForThePiano's topic in Mod Requests & Suggestions
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. -
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.
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Can anyone make K-2SO or HK-47?
minilogoguy18 replied to Nikomaru14's topic in Mod Requests & Suggestions
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. -
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Do you want me to add just the tangents or binormals too?
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I just exported my own file since I don't see the point at all of trading files back and forth.
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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.
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It seems the file you were hosting no longer exists.
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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.