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minilogoguy18

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Everything posted by minilogoguy18

  1. That or even a 1 level demo would work if it's a long enough level to grab peoples interest.
  2. Envelope weights, so boring.

    1. Show previous comments  6 more
    2. minilogoguy18

      minilogoguy18

      Arms at 45 deg btw is much better for deformation and animating. The shoulder and pecs are at rest in that position.

    3. Archangel35757

      Archangel35757

      maybe the shoulders are more natural at 45 degrees...but a T-Pose puts the arms approximately at the mid-point of their full range of motion.

    4. minilogoguy18

      minilogoguy18

      No, to get the arms in the hands up position you're rotating your arms on a totally different axis. 45° is the middle of a global Z axis from a front perspective.

  3. With the mod picking back up I'm curious if we should possibly start planning out a roadmap of to-do's and what is considered 100% complete and maybe make some sort of google doc to show what's done, what's being worked on and just how far along everything is. Thoughts? @@DT85 Maybe some coordinated system that shows what hasn't been started, what's in development, what's in game but incomplete and what's considered finished and not currently being worked on.
  4. I don't think matching the video exactly would have even been possible due to their time on screen being very short and not being able to see the character in full detail. That, along with the art from the graphic novels being different, giving the artist wiggle room to make a more modern interpretation was probably the best move. Now with that being said, characters that had much more presence in the game would have to stick much more closely to how they appear in the FMV's. The only character that I think also shouldn't be made to look like the videos would be Maw, he should more closely resemble the graphic art and be much more muscular and menacing. Oh yeah, @@Psyk0Sith, can I get the textures for Gorc?
  5. Well he's a kowaikian monkey lizard, not a gammorean lol.
  6. Ah, ok, so as long as they have the same name the game will toggle between the 2 based on render engine being used.
  7. What I started doing and you could too is to just release the normal maps and shader files with the character since Rend2 uses a different file extension (MTR) for the shaders so having them in the PK3 on the vanilla renderer wont hurt anything, they'll be ignored. If you run Rend2 though it will ignore the standard .SHADER file type and load the .MTR file type. I released my AT-ST this way, there isn't any adverse conflict from doing this so you can release the model "rend2 ready" without any extra files needed.
  8. It's been quiet around here but know that I'm working every day after work on a rig specifically designed around this character, it's proportions and it's going to far surpass the AT-ST and _humanoid rigs.
  9. It would break online play, the server would have to have the mod and every person playing on the server would have to have it too. In MP ALL players MUST have matching GLA files.
    1. Bek

      Bek

      I'm just impressed with the level of detail.

    2. Psyk0Sith

      Psyk0Sith

      Ah the memories.

  10. Yeah, I kinda agree that the fingers could be a bit thicker. Is this thing ready to fondled? I really wanna try to make a nice set of basic animations for him.
  11. Even if not for viewing distance having more levels would allow for tangible performance gains by simply having a very low resolution, like early PSX detail model even if it were to compute damage collision and shadows.
  12. Certain bones like those for the neck and feet that interact with the world without the use of a animated sequence rely on a certain axis of the bone being up, forward and right. For instance, for feet to properly interact with sloped terrain and make the feet angle match +Z=up +Y=left and +X=forward, when I had it wrong on my AT-ST the feet would roll in the opposite direction of the terrain when walking on slanted ground. The tags literally had no control over this like I originally thought. Open a model in ModView to see the angles needed and maybe even experiment yourself with a custom skeleton model to see how wonky things will act if the axis of the bone isn't right. So yes the global position of the bone doesn't really matter or the global orientation but the LOCAL rotation values in relation to the bones parent in the chain matters.
  13. @@Psyk0Sith You know you pretty much signed yourself up to do Pic as well right?
  14. This probably should be looked at as something to implement into OpenJK, maybe at least double the LOD count, that way we can load higher detail models. I've noticed that making more LOD's makes a higher polygon model work much better since collision, correct me if I'm wrong, is based on the lowest detailed LOD. While I had a 6.5k model the game would crash when shooting it or sabering it, after giving it 3 LOD's this no longer happened. It would also help greatly in MP as the distance/LOD equation can be further taken advantage of in open maps like t2_trip which is a popular makermod/lugormod map.
  15. Just how many can we have on a GLM model? I was adding another to my AT-ST just now and using the F1-F3 keys to toggle between them in Modview to make sure they load properly only to find that I could go all the way up to 8 using F1-F8. Can we actually have that many LOD's? Maybe someone familiar with game code can give a concrete answer? @@eezstreet @@Xycaleth @@ensiform
  16. I can't wait to get my grimy mitts all over this.
  17. Yes but DT is right about names and which way XYZ is oriented, it's the reason why my AT-ST's foot didn't interact with the floor correctly. Tags only judged collision but foot roll on a sloped surface was bone orientation. It doesn't have to match the _humanoid exactly but there are certain bones that need the right names and be oriented the right way. Shadow rigs are the best way to go as well.
  18. Yeah, I need to do my "homework" and play through it again, this time I'm going to be using the updated models and such from jkhub.org. I've been having troubles though running it on win10 x64. Only wants to run in window mode with limited resolutions and crashes a lot.
  19. @@Teancum You pretty much hit the nail on the head as far as some missing game elements. Force power would be a big one, another thing we discussed at one point which we should talk about again is how you gain force powers. I'd very much like to see the same system implemented as the original game where you have 5 levels of each power which you level up yourself and can gain extra points by finding all of the games secrets.\ @@DT85 what do you think about some of these things? I wouldn't wanna try to set unreasonable goals but if Teancum is willing to help code that definitely leaves you to focus more on modeling and mapping. I also don't know if you are ok with setting up the menus and force progression closer to the original game. I liked that system over the JA system. I don't think it would take much coding to make work since JA does have 5 power levels by default, they just might need to be balanced differently.
  20. I'm with DT on this, Rend2 at least needs to be up and running but realistically it would be best to have some sort of physics engine implemented.
  21. Bots are so incredibly lame, the most difficult bot is on par with a below average player at best. There aren't any "tools" for BOT or NPC files because they're so simple it isn't necessary. Using the assets as a reference is more than enough to figure out how to make them.
  22. I tried loading I think it was nar01 into Radiant to only find a bunch of textures not loading despite being pretty certain they were all in the right folders. Could just be me though cause I know nothing about Radiant.
  23. JKHub logo is broken again

    1. Futuza

      Futuza

      View New Content is also broke

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