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Everything posted by minilogoguy18
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@@Almightygir, man, I missed you lol. Despite being a lot of work it would be nice to implement FBX on top of keeping existing G2 although I don't know exactly how we'd handle the player animation part since for MP compatibility all characters must use the same animation file but maybe there is some way around that. I'm pretty sure FBX supports letting the model read from a separate animation file so perhaps there could be a clone of the _humanoid bank but who knows, I'm just a monkey on a treadmill doing what I can to get that banana hanging from the fishing pole taped to my back. I've been bringing myself up to speed on the PBR workflow and it really isn't that big of a deal, you just have more maps to allow the surface to react to lighting in more dynamic ways giving a much higher detailed result. G2 has a shit ton of draw backs, the coordinate system is wonky as hell and not having proper tangent support is going to be a problem on a render engine that we're trying to use to take advantage of a property that allows proper normal map rendering.
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That's awesome that it auto fix's the hud but what about the menu and load screens? Surely that will take some reworking of the image files they use for their backgrounds. I wonder if there is a way to run some sort of auto detect of the user's video resolution to auto resolve to use the aspect ratio that is correct so that the game doesn't boot in an incorrect aspect ratio.
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So am I correct to assume by what you say that the DF2 engine in ways has surpassed the standard OJK w/Rend2? If so that's pretty great.
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Hmm, I'm sure a lot of work would be involved in switching the file format to something different, we at least don't have to worry about compatibility since this is an SP mod but at this point it's moving in the direction of being a stand alone indie title. The upside is that we'd be able to ditch some of the other limitations that come with GLM/GLA and probably use 1 format for every 3d object, static or animated.
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Considering how we're pushing everything forward wouldn't it be a good idea to make all the UI support 16:9 resolutions? I'm sure if we took a poll of this site we'd find very few people are still using a 4:3 monitor. I'm not saying completely get rid of it but definitely prioritize the creation of assets so that 16:9 UI is put before 4:3.
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@@AshuraDX, it will be a lot of work but since this is just a SP mod and not the base game in which people are going to be adding a hundred or so extra characters into we really just have to worry about our own content supporting PBR. If someone wants to add say Kylo Ren or something to the mod well then yeah, they'll be shit outta luck unless they update the maps to work. Right now we have around 20 or so characters if you include civilians and droids. The maps textures will need to be updated which wont be too bad since we only have a few finished maps and the weapons which were going to get an overhaul anyway. Why not just help us out? =p
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My DF2 build is so out of date, I'm gonna have to take the time to update everything. @@Psyk0Sith, do you have all the maps for Gorc so that he can take advantage of the new render engine?
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Still though, does improve this game quite a bit from it's base form even though it may not put it in with 2017 standards.
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OMG, it looks so amazing.
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There are tons of hair tutorials on the internet. No one even knows what software you're using to make the textures.
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I dunno, that skeleton model is pretty low resolution. I bet we could find something better.
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Ah ok, I just thought that there was like some sort of standard.
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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.
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Super Battle Droid weapon
minilogoguy18 replied to Legacy_of_the_Force's topic in Modding Assistance
Notepad. -
Horizontal swipe from right to left, also got the ready into this and after so that took out 3 sequences at once.
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Biggest Saga NPC Pack Ever Created - Community Project
minilogoguy18 replied to RJA's topic in Mod Requests & Suggestions
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. -
Biggest Saga NPC Pack Ever Created - Community Project
minilogoguy18 replied to RJA's topic in Mod Requests & Suggestions
The existing DF2 characters aren't any good. -
Biggest Saga NPC Pack Ever Created - Community Project
minilogoguy18 replied to RJA's topic in Mod Requests & Suggestions
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. -
Roadmap to completion, possible???
minilogoguy18 replied to minilogoguy18's topic in Dark Forces II Mod
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. -
I'd like to see some more people animating but it seems like I'm the only one. =(
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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.
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Ask me anything about the Jedi source code
minilogoguy18 replied to MGummelt's topic in Coding and Scripts
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. -
Roadmap to completion, possible???
minilogoguy18 replied to minilogoguy18's topic in Dark Forces II Mod
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? -
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.