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Everything posted by minilogoguy18
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Softimage Mod Tool and ZBrush don't work on Linux, also, updates on my PC are scheduled for 2AM when I'm sleeping. The friends I had and knew personally that used Linux did nothing but play around with the OS and didn't actually do anything in it.
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Nothing works on Linux, I need my software to install and work, I don't want to spend 80% of my time configuring an OS.
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People shoulda just took the win10 update, you can turn off all the monitoring for privacy when you set it up. It's good to be modern because soon 7 is going to take the path of XP, EOL is coming up soon and then it'll be a virus fest like XP.
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@ holy cow, is that XP running on a 4:3 monitor???
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So excited that this is creeping forward, I hope that it can be fully implemented.
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Roadmap to completion, possible???
minilogoguy18 replied to minilogoguy18's topic in Dark Forces II Mod
What about increasing the entity limit? The computing power now a days is way more than it was when this game was new. -
You can cut the staffs in half already but there is no code supporting the destruction of a weapon. The staff cutting is very rare, timing is everything, the game didn't have "broken" sabers by default it would make the NPC use 2 stinger (reborn) hilts. I made a file that fixes that but to break a left handed saber some coding would have to be done. https://jkhub.org/files/file/1430-broken-staff-sabers-for-sp/
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Roadmap to completion, possible???
minilogoguy18 replied to minilogoguy18's topic in Dark Forces II Mod
Well we could model everything in a 3D art package and transfer it to Radiant since it's tools are like 0.0001% of what the major 3D suites are. -
Roadmap to completion, possible???
minilogoguy18 replied to minilogoguy18's topic in Dark Forces II Mod
I have confidence that you'll get it working. -
Roadmap to completion, possible???
minilogoguy18 replied to minilogoguy18's topic in Dark Forces II Mod
@@Ramikad, your maps you showed were looking quite good from what I remember, especially the one with the Sulon Star in the background. The thing with the NPC's is just going to have to be ignored for the time being and place holders left as they are until someone can get around to coding the new NPC types we need. The main thing I would say right now to make sure the maps get closer to as complete as they can be is re-evaluate the textures and shaders. We need to bring everything up to date to work with the port of Rend2 over to OpedDF2. -
Roadmap to completion, possible???
minilogoguy18 replied to minilogoguy18's topic in Dark Forces II Mod
Well if you can do like the bulk work I bet @@DT85 could come behind you and maybe do fine tweaking and ensuring that it's going to take advantage of the new render engine since that's something to keep in mind is that we wont be using the base game. Might wanna just make sure you guys are probably using the same version of Radiant to ensure that the maps can be passed back and forth. -
Well like I said about the toes and fingers why not just add them back in? It'll make the game look a little better, mainly having foot roll.
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Well it seems I'm actually wrong in some ways. The skeleton file that I have that has been passed around online as the JK2 skeleton is the JK2 skeleton but it's the one used for cinematics. most of the character models seem to be weighed to one that has the same facial bones as the JA skeleton but JK2 still has all the finger joints, the first metacarpal, fifth metacarpal and toe bones. I mainly would like to see the fingers and toes reimplemented, the toes because if you play a lot of the animations the toes clip through the ground due to a lot of the animations being ported from JK2 and the toe bones were animated to bend during a lot of movements.
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JO has 32 facial bones. JA has 8 facial bones. It's a pretty big difference, those 24 extra bones if constrained to proper controls could make for some nice facial movements. It could even be put through FACE ROBOT. The reason JO didn't look particularly amazing in the cut-scenes is because of the lack of detail in the face mesh's and coding the lip sync.
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We talked about this some I believe @@DT85 but are you still wanting to use the JK2 skeleton? If we did in game cut-scenes we could have WAY better facials and even in game having the toes and fingers all present would make things even better looking. We aren't worried about breaking compatibility since it's a SP mod and we don't have a high amount of characters so we could do it. Using something like GATOR in Softimage would greatly speed up reweighing the characters we need.
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@@Archangel35757 If I still have the source files I could, if not then I'm just going to make a quick PDF with pictures since it's super simple and takes literally 5 minutes or less. I've also updated the _humanoid rig for Softimage, I don't know how much easier I can keep making that part. I posted a new status update about that, I'll get around to updating the file after making sure I can't break any of the new controls.
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Hopefully it won't be abused like the env map is by newbies, making everything look like a glazed doughnut lol.
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Super Battle Droid weapon
minilogoguy18 replied to Legacy_of_the_Force's topic in Modding Assistance
You could take the weapon file for the probe, edit it to use the efx file for say the E-11, save it as a new weapon type and then apply that to your SBD. -
I dunno, I bet if we just made a simple "How to merge GLA files" tutorial so people could do that part on their own it wouldn't be so bad cause it's a super simple task. A drag and drop ability would be nice but MP compatibility gets in the way. The end of my animation video shows the process but most people aren't even aware that the couple of minutes at the end of the video can show them how to add whatever animation they want to their own _humanoid.gla.
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Super Battle Droid weapon
minilogoguy18 replied to Legacy_of_the_Force's topic in Modding Assistance
Alter the games code to add another weapon slot. Pretty sure there is a tutorial on this around here. -
Well don't get too into the file I last gave you, I'm nearly done with the new setup and it's really gonna wow you and probably a lot of other people about how much it'll speed up workflow. Think about the extra menu I added but turn that into a interactive image map with clickable, buttons that run scripts and interactive sliders. Big things are happening, big things.
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Hope this goes well, it could really put a lot more momentum into the mod and possibly attract more artists, especially for our pretty much non existent level design team.
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Xycaleth isn't actively working on an SP port but I believe @@DT85 has made some progress on it since we want to use it for the Dark Forces 2 mod.
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This is hugely off topic but you should probably switch softwares and you might wanna see if the size of the file changes because the software may be doing something when saving. You should open the source file, choose save as and save it under a different name. Open the files and compare their properties, you'll probably find something has changed.