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Everything posted by minilogoguy18
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@@AshuraDX The rotoscope images I'm using they don't seem that way. http://orig00.deviantart.net/caad/f/2015/334/c/c/all_terrain___defense_pod__at_dp__ortho__new__by_unusualsuspex-d9ihowp.jpg It's not the model used in the show of course but it's from something that's officially licensed so it shouldn't be that inaccurate although it's low poly. I updated the dropbox link so you should be able to click on it again and the hole shouldn't be there. I also undid the merge into 1 mesh but it's quite messy since there are so many pieces.
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The wampa is only like that because the dotXSI exporter has an option to "plot" the animations which is the same as baking them. You'll have to get mrwonko to fix his exporter so that there is an option to plot all animations. My models don't even have a single keyframe in Softimage, only the rig controllers that don't even get exported have animations and it's all stored actions. The bones get plotted on export.
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That might be very hard since she pretty much disappeared off the grid completely. I don't even see her on Steam anymore.
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@@AshuraDX Yeah, the plan is do as much as possible so that we can sorta finish it all at once. Feel free also to make any small edits you may feel are necessary to the mesh as long as the overall proportions keep it matching up with the skeleton. I can easily reweigh it if you make any changes since it's such a simple model. Do you want it as 1 merged together mesh?
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Lol, have fun, UV mapping is so boring on stuff like this. Before I send it to you let's see if anyone has any gripes about the mesh so far, it isn't the cleanest thing, it was done pretty quickly the other day. Good textures though I'm sure will hide all of it's imperfections.
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I took up this request from this thread. What you see is what I have so far, a basic mesh, I'm sure the main body isn't the most accurate so I'll be looking around at more images and such trying to edit it to get as close as possible. @@AshuraDX I'll let you know when it's UV mapped and ready to go so it might be a bit longer. When it gets to that point I should at least be able to start building the skeleton and doing some of the basic animations by the time the textures are finished.
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Manual key framing?! You guys can't be serious. There are so may way better ways of doing this, surely Blender isn't so shitty that it doesn't support basic interpolation. Manual key framing will take forever on actual animations (poses don't count) and the result will be total shit because making it smooth without interpolation can be difficult and tedious. For my AT-ST the walk cycle has maybe 3-5 keyframes on like 10 objects for 38 frames of animation which those 10 objects drive ALL of the bones in the skeleton.
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The problem is that you're trying to make the model work as if it were a map object, you're using the wrong workflow. You need to import the model, set up a proper hierarchy, tags and weigh the model to a bone and export dotXSI->Assimilate->GLM/GLA It's sad cause I had the academy shuttle already set up as a vehicle that I did for someone for personal use years ago but I recently deleted the file. I could look later though cause it MIGHT still be on a old HDD from my old PC.
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Single Player with Mulitplayer combat and movement
minilogoguy18 replied to Waco's topic in Jedi Knight General Discussions
If it can't be made to emulate MP movement maybe it can at least be altered some to feel more like JK2SP. JASP just feels weird, like you're underwater or something. Kinda like there is a huge delay between button input and the actual animation being played. In case many of you didn't know, it was stated clearly in a gaming magazine at the time just before release that the JASP campaign was catered to those who thought that JK2 was too difficult because of the first 6 levels in Outcast. It really is a dumbed down game. -
Everything that would be needed to make it work in game. I'm not going to release the one I have with textures because I'm not happy with the model, it's pretty inaccurate. The one that I made that is accurate as far as geometry goes has no UV map, no textures, needs segmenting, tags, bones (even without animated parts you still have to weigh it) and the proper hierarchy. It's pretty much not going to happen, when it comes to flying vehicles I'd rather look for another game engine.
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Noob questions about editing a saber/sword model...
minilogoguy18 replied to Dusty's topic in Modding Assistance
You will still use MD3 files though for world models, even for weapons, at least in the base game engine. Use GMAX over MS3D, far superior. Both software are VASTLY outdated and as far as their ability to generate/edit UV data is pretty much ancient compared to the software of today. -
I've found that also it can be the size of the model, my AT-ST wasn't super crazy high poly but because it was on the high side and it was so large of a model in size that it would cause this crash. For some reason making LOD's made it stop.
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@ @ I've got the basic shape kinda blocked out with a bunch of primitives, the back of the "head" needs the most work as far as detail but I guess you can consider this request taken. I'll make a WIP thread soon, hopefully I can outsource the textures to Ashura again with this walker since that would greatly speed things up.
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Of course they can, it will take some time to get it to fit which matters A LOT BEFORE you start weighing the model to the skeleton. Don't expect to just do this overnight perfectly on your first try, it takes time to get good at. The trick is moving the bones around and adjusting the weights how I show in the video so that they don't turn out like those bad KotOR ports.
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I don't think the blender tutorial covers how to actually rig up the model to the skeleton, just importing 2 models, mixing the 2 together real quickly and exporting. My Softimage tutorials cover most of the process starting with a imported model that was made for Counter Strike: Source. One of these days I'll make the final video needed to have the minimum things needed to have a working model but quite a few people have followed just what I have and managed just fine to figure out the rest.
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Find some official blueprints or a good front/side view that could be use for a rotoscope and I might try it.
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You cannot have 930 separate objects, 32 is the max, you need to start merging objects and the TOTAL vertex count of each object should not be more than 1k vertex's. Either way you shouldn't have an insane amount of detail in a model that is so small on screen.
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Yes, it's the vertex count, NOT the polygon. You have to remember that you are looking at this model in a 3d program probably filling your entire screen, no one in game is going to see it in that great of detail. The closest someone may get is in the saber selection menu but that's it.
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WIP Kain - Legacy of Kain series
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Well I looked into that program mentioned and managed to look into the game files for Defiance but the naming makes it seem like it's going to take some time to figure out what files I need since they aren't conveniently named anything like "kain_hurt.wav". -
https://jkhub.org/files/file/2321-ultimateweapons/ This mod has probably the best realistic explosions. This mod is pretty old and I don't know how no one ever posted anything about it back when you asked.
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Improving Outcast Single Player Texture/Models
minilogoguy18 replied to Rkocour's topic in General Modding Discussions
https://jkhub.org/files/file/2812-high-resolution-at-st/ @@Rkocour I don't know of many but I made this as a direct replacement for JO, just drop the file in the base folder and it will replace the normal AT-ST. There may be more on the site. -
NPC's do not work in the base MP engine, they never have or never will without code changes made to MP. You could ask around in the coding section if maybe it's something that another mod plans on doing or if OpenJK plans to port NPC code from SP to MP.