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minilogoguy18

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Everything posted by minilogoguy18

  1. There are tons of hair tutorials on the internet. No one even knows what software you're using to make the textures.
  2. I dunno, that skeleton model is pretty low resolution. I bet we could find something better.
  3. Ah ok, I just thought that there was like some sort of standard.
  4. Is there anyway to maybe change the renderer to not need to invert any channels? Just so that it can say take a map generated from something like xNormal and have it usable. I know inverting isn't that big of a deal but there could be people out there who get confused and maybe don't know they have to adjust the maps. Also, having the render engine more in line with what most other software would render properly could help like say in Softimage I have the AT-ST set up so that the realtime shaders show the model with all the maps applied in the viewport. If I inverted a channel on the normal map it'll work in game but I lose the ability to make it viewable in Softimage and there are also sites like sketchfab.
  5. Horizontal swipe from right to left, also got the ready into this and after so that took out 3 sequences at once.
  6. It doesn't work well cramming a ton of models into 1 pack, it bloats the file, causes issues in game and there is an NPC limit.
  7. The existing DF2 characters aren't any good.
  8. That Ewok outfit Leia has some messed up feet and the textures lack detail. The pics are also a bit too small to really see any detail or my monitor is too big but I'll stick with pics are too small.
  9. I may try it if I can find some time, I want to learn some mapping but I can't stand Radiant. I'd really would rather make everything in a 3D package and use the level editor for all the scripting.
  10. I'd like to see some more people animating but it seems like I'm the only one. =(
  11. Working on the saber swings, bear with me, I might be the most experienced active JA animator but haven't actually made a fighting style. This will probably be a good experience since there are some more saber styles I'd like to make.
  12. Oh, I've got one actually @@MGummelt especially since you were pretty much responsible for vehicles in MP. Why is it that we see a line in the .VEH file for this? hideRider 1 At the same time though deleting this or setting it's value to 0 doesn't seem to do anything? Is there something we are doing wrong? I'm asking because at one point I started work on an AT-RT which is a walker type that has an open mount. I couldn't get the player to be visible using the VEH_WALKER type so I was forced to switch it to the TAUNTAUN class NPC which of course didn't work right because the blasters wouldn't work properly.
  13. Which brings us to this, we need to find some way to draw the attention of mappers. Are there really so few in this community now a days?
  14. Well I'm sure there are loads of tuts online but the best way I found for instance a walk cycle is to simply start out by making the feet "skate" or slide back and forth. From there adding alternating the feet lifting, then the foot roll, hips moving, arms swaying and then eventually little things like adding "weight" to the steps.
  15. They aren't something so simple to make considering their proportions and 1 has 4 arms.
  16. It is way faster to kitbash in Blender since it has the direct GLM exporting ability but when you're ready to make custom stuff you might want to just keep learning Softimage since it's what you're animating in and it has just as much modeling tools. I used to use 2 softwares (3DS Max/Softimage) but then I just learned Softimage since it could do both of the things I needed when at the time 3DS Max couldn't export a proper dotXSI file to make custom animations work until recently when @@Archangel35757 updated the plugin.
  17. You can do more than you think without the source code, the only thing is you're bound to the pre existing NPC classes of the game as far as how they behave, what kinda of weapons they use and what animation sequences they call on for a specific action. The naming of the games animations in the .cfg files isn't just there for no reason, there is a specific naming convention going on there so that the game knows what animations to call for when you move a certain way. That model was made by someone who used to hang out on FF and after some general instruction with Softimage Mod Tool he made that which blew me away with how fast he learned but at the time the engine source code was not available so he couldn't get it working they way he wanted. I have the source files for this model too btw. In retrospect though it could use a overhaul to clip less with the ground since he didn't seem to know how to make a proper foot roll solver but everything else is well done. It uses a set of control objects driving a IK skeleton like everything I make to where only the bones that the game needs are exported but the controllers are there to make the model be controlled and animated very quickly.
  18. Well first you have to understand why all players share 1 skeleton and animation set, it's for online compatibility. You can make anything have whatever skeleton and animations you want provided you know how to make them. Here is a great example. The creature you saw was modeled and animated in Softimage, you can use a few other softwares too like 3DS Max, Blender and soon hopefully Maya. Don't expect to learn this overnight, animation takes a very long time to master.
  19. @@DT85 you may want to get over here quick lol. With our Dark Forces 2 mod he may have some good advice about npc types and classes to make some of the things we want work properly, mainly Maw and a few other things.
  20. No, I thought 32 was the limit, but that may be for weapons. You might wanna check that because tags don't count.
  21. This also seems to belong in the modding assistance forum since it isn't a request for something.
  22. 32 I believe.
  23. Well none of the DF2 mod team members were ever part of this mod, this mod really hasn't had a full team in a very long time. I was never too amazed with the original DF since it was really just a Doom/Nukem type game where the rest of the series (JK) had a much more dynamic and unique feel that really hasn't been replicated to this day. The one thing right now is a lot of major mods are focusing a lot on code ATM considering the massive changes being made to the game engine by way of OpenJK. The mod needs talented mappers, texture artists and modelers.
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