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minilogoguy18

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Everything posted by minilogoguy18

  1. They aren't something so simple to make considering their proportions and 1 has 4 arms.
  2. 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.
  3. 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.
  4. 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.
  5. @@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.
  6. No, I thought 32 was the limit, but that may be for weapons. You might wanna check that because tags don't count.
  7. This also seems to belong in the modding assistance forum since it isn't a request for something.
  8. 32 I believe.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. @ holy cow, is that XP running on a 4:3 monitor???
  14. So excited that this is creeping forward, I hope that it can be fully implemented.
  15. I don't know if it's possible to increase the odds of it breaking with code change, it might just be that it's hard to hit the staff given it's small and constantly moving. @@eezstreet @@Xycaleth anything in the code that could increase the odds?
  16. New animation rig waiting approval, if you're still making animations with Dragon then you probably only just discovered fire.

    1. Show previous comments  16 more
    2. Archangel35757

      Archangel35757

      I have the resources for the Maya8 dotXSI exporter... when I get most of my 3dsMax projects completed I will look into updating it for newer versions of Maya.

    3. minilogoguy18

      minilogoguy18

      Oh yeah, blender can save GLA but I don't think anyone has taken the time to make a biped for JA in that, most people using it just kitbash models so their knowledge of the program is probably very limited. Softimage EXPORTS dotXSI but does not save it directly, it's not a scene file, the scene files are .EXP. It of course supports a handful of other formats for source engine, cry engine, unreal engine and other formats for file exchange between other softwares.

    4. minilogoguy18

      minilogoguy18

      One huge thing I forgot, Dragon CANNOT create anything, only make animations for an existing skeleton. I can create whatever I want. Oh and yes, there is a tutorial by me how to get an animation into the game. It's a tiny bit out dated only because the rig has gone through a lot of changes but any Softimage tutorial can teach you the basics of animation.

  17. What about increasing the entity limit? The computing power now a days is way more than it was when this game was new.
  18. 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/
  19. 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.
  20. I have confidence that you'll get it working.
  21. @@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.
  22. 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.
  23. 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.
  24. 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.
  25. 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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