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Everything posted by minilogoguy18
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
minilogoguy18 replied to Archangel35757's topic in WIPs, Teasers & Releases
You probably aren't getting any feedback because there are so few modelers here now a days. Blender users really just run chop shops, I've had people here and there ask about Softimage, mainly just for animating and the only people I know of using Max are you, Psyk0, DT and Ashura. -
Oh, Mod Tool can do WAY more https://jkhub.org/files/file/2812-high-resolution-at-st/ https://jkhub.org/topic/8761-gorc-custom-animation-set/page-2?do=findComment&comment=126691 2 examples for you of my recent stuff. But, one problem exists, you have to use something like Noesis to convert from something that Mod Tool exports to MD3 then use MD3View to convert to GLM to create a saber since Softimage mainly deals with the format that the games animated models use. I have a feeling Raven artists used MS3D for a lot of the MD3 and static objects since it's a quake engine and MS3D was aimed at that engine. For IK bone animation they needed XSI. You could try Blender but the interface is a total dumpster fire and I don't think it has a good of a node based programming solution that can compete with ICE in Softimage. I'm still trying to find out who I have to jerk off around here to get a MD3 plugin made...
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Yeah, that would be good since every character has a flourish animation. @@DT85 if you have Mod Tool still installed I can send the scene to you to look at if you want since trying to bring it into another software you'd lose the rig.
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I'm not sure really, they normally just stand over you and look down but I bet something could be done. I think it's just the angle you're looking at, if you saw it straight on you'd see that his hips tilt up with the leg he's lifting as well as centering his weight over the foot that is one the ground for balance. I act out the animations before I make them to try to get them looking as realistic as possible with all the little movements. I had to come up with a very different crouch walk as opposed to the base animation given how bulky this character is which is why I'm very convinced retargeting wont look good at all.
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I'd like to see the exact opposite, always wanted to see a realistic Asajj Ventress.
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I think BOTH_STAND2 is the medium stance, I don't know the strong. You'll have to just open ModView and play them to find out which is what but it'll be something similar to what the yellow is. You need to change the frame number of those animations to the ones you want. If it isn't in the _humanoid.gla file then you'll have to merge it first. It's all quite simple.
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Added a floor and made some of the changes suggested by @@Archangel35757 I've got a pretty good idea for a flourish animation that would play if he killed you that I think is very fitting.
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I was planning on playing with the feet some more, his toes do bend, he has a reverse foot roll setup it's just that when the foot raises I need to zero out the foot roll and tilt the foot down. It's probably just hard to see the toes bending much from this angle.
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I made a crouch walk today after I rearranged my apartment.
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I mean it is REALLY simple stuff, don't know how you haven't figured it out yet.
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Ermergerd Could you possibly point me to any Zbrush training material you may have found useful? I always found hard surface modeling challenging in it but 4R7 seems to have much more tools for that. Like something maybe centered around character creation. I wanna change my workflow to Zbrush->Topogun->SI Haven't used topogun yet but saw some videos on it and the price seems reasonable. As we both know viewport performance can sometimes be an issue when trying to retopo in something like SI/Max/Maya.
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I added eyelids but no jaw because NO ONE is going to notice the mouth move, it's going to be so subtle and they're going to be more focused on that long ass saber swinging around. Also, you'd have to CONFIRM that the jaw bone would animate when the character is hurt because I've never noticed any mouth movement during fighting and I was a very active MP player (SP sucks so bad for saber fighting).
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@@Psyk0Sith nailed it. No ones going to be able to even take the time to see if his face is doing anything when he and Pic are trying to kill them. Rigging the face felt very unnecessary for a character that doesn't talk and any facial expressions wouldn't even be noticed by the player.
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character HUMANOID SKEL NPC: Jan Ors
minilogoguy18 replied to Tempust85's topic in Dark Forces II Mod
Like I said, this can be dropped to the bottom of the list given how small of an in game appearance she has. I mean maybe towards the end of development we can make a nice model for MP reasons but I don't think it's even worth discussing so early on. -
character HUMANOID SKEL NPC: Jan Ors
minilogoguy18 replied to Tempust85's topic in Dark Forces II Mod
@@Ramikad posted a video where you can see her, she only shows when Rahn is talking before the fight with Boc, she's running away. It's like the only time you see her. -
At least someone can pick this up for OpenJK.
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character HUMANOID SKEL NPC: Jan Ors
minilogoguy18 replied to Tempust85's topic in Dark Forces II Mod
We're talking about DF2, I don't think she shows anywhere in single player. I feel like using the JA model as a stand in is fine for now, the only reason why I'd say to make something new is to take advantage of Rend2 but I'd say shes close to if not at the bottom of the list of priority characters. -
Due to the texture crashing I assume?
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character HUMANOID SKEL NPC: Jan Ors
minilogoguy18 replied to Tempust85's topic in Dark Forces II Mod
In game cut scenes would be nice but would add more to the heaping pile of work we've got and as cheesy as they are the nostalgia is always great. We'd have to find some way to edit out the sounds and music to get the voice lines from the movies or find some VERY convincing voice actors. -
character HUMANOID SKEL NPC: Jan Ors
minilogoguy18 replied to Tempust85's topic in Dark Forces II Mod
Facebook creep her? LOL Are there any actual points in the game though where we actually see her outside of a cut scene? -
I know I've been quiet but I'm still working on this, got some blocks and a few other force powers done. Mainly lately I've been working on scripting more controls to automate the roll division bones (the ones you see in the middle of the biceps, forearms and thighs) so that they make the arms and legs twist more smoothly without having to actually move them.
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Psyk0 is right, there is this rumble sound used in the movies many of times. I've been using it for years as a replacement for the standard force push sound effect in JA.
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We talked lightly about this before when I asked about the switch from SVN to dropbox but are there any solutions out there that you know of or a SVN that allows as much storage to where we can go back to 1 click updating?
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Getting the render engine working properly>your nit picking. These things can be addressed later IF @@DT85 feels like it's even worth our time. Right now we just need a stable build of the game with levels and characters to drool over.