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minilogoguy18

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Everything posted by minilogoguy18

  1. No one uses MS3D anymore, there are free programs that greatly surpass it.
  2. JK2 litterally costs next to nothing and it's single player campaign makes it well worth buying.
  3. It's got some clans logos all over it, laaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaame.
  4. @@Szico VII I know you took a break for a bit but I hope the recent development of Rend2 will persuade you back because your Moonbase Labs map was looking amazing with the much older version of Rend2. Reminded me a lot of Doom 3.
  5. You are aware though that there is an AT-AT out there floating around though right? I don't think it ever got hosted here and with the shutdown of filefront it may not be hosted anywhere but I'm sure someone on here has it.
  6. There was a pretty good one made by Monsoontide, Keshire and Duncan from way back. Seems like the downloads on JediMoves.com no longer work though which was the last place I knew that hosted it.
  7. I don't think @zOrg realizes that this entire community is aware of that project of JK2 in Unreal. The huge problem is that first of all, it's not a playable game and it never will be. The guy just took the games models and animations to make movies using Unreal matinee which is sorta like a cutscene maker. It'd be much better to upgrade this engine rather than try to build this game from the ground up from scratch.
  8. I'll have to watch it, hopefully it's a lot better than the 1 disappointing run that was done on Padawan mode, Jedi Master or nothing! EDIT: nvm, playing it on easy again =(
  9. @@WorstMB2Player Could you mark post #20 as answered? It could help others out in the future.
  10. The old AT-AT was very odd in the way it worked, mainly the camera view. I was thinking about making one sometime in the future. You could maybe make it work as an NPC using a heavily modified version of the AT-ST scripts and clever naming of the bones but wouldn't know unless I tried it.
  11. I mean I could try to crunch 1 more LOD out of it, I've been on this crazy optimizing binge lately, even going back to really old models and touching them up. My old Star Viper has like less than 1/2 the polies than it originally did, I should probably update that file. I need to look into getting some sounds from the Defiance game, just work has been ruling my life lately and I haven't had much time.
  12. I'll look into ripping the sounds from the games, I have defiance for PC which I think will work best since he's a playable character in that one and I want all the grunts and pain sounds. I don't think I'll use your SAB file since it would ruin the balance in MP but I'll check out the effects.
  13. I'm kinda a perfectionist, I feel that I did what I could without adding more edge loops to the shoulders which would be the only way I could really make them better since adding bones is out of the question. I just need to find some sounds, I have some of the LoK games for PC on steam, need to find some way to get some sounds for him if it's legal.
  14. Yeah, I got 2 LOD's, trying to crunch it down any further just makes everything look all wacky, besides having 2 LOD's plus the main mesh should be good enough. Just to be clear, there are 3 total stages of detail, the main mesh and 2 lower quality versions. I did the best I could with some of the shoulder weights but the skeleton doesn't work well with muscular characters, you generally need more bones or a lot more detail to make it look good. I might have to go back and make some LOD's for the Soul Reaver since I recently figured out MD3 LOD's.
  15. One last thing, sounds. @@Asgarath83 any help with sounds?
  16. I think it's just because of the long standing notion that 3DS Max was the main tool for JK2 and JA when that wasn't really true. Anything that can export to dotXSI could technically be used.
  17. We need more Maya tools, it's now the top dog of 3d, used more than all the others combined it seems.
  18. Looking forward to seeing some more models submitted here then!
  19. @@WorstMB2Player Sorry it took so long, been very busy. Seems I gave the wrong assimilate preferences. Here are the correct ones. The carcass.exe must be in the folder specified in the preferences! The main problem with the model is that you chose the skeleton_root as a deformer, that is a no no. The nodes model_root, mesh_root and skeleton_root cannot be used as deformers. Removing it made the model compile, this is how you remove it... 1. Select all your polygon meshes, do this by right clicking on stupidtriangle_off in the explorer and choosing "expand all from here" then select stupidtriangle_off and shift+left click the mesh at the end of the list, should be bolt_r_hand_cap_r_arm. 2. Now, remove skeleton_root from the envelope for your meshes by going to the animate toolbar and selecting "Deform>Envelope>Remove Deformers" then simply left click skeleton_root then right click to end the picking session. 3. Export to the folder /base/models/players/_huamnoid/, open Assimilate, choose File>Add Files and pick the _humanoid.gla file 4. Click on the big "B" in Assimilate for build model and watch the magic. Let me know if you run into any more issues, if you do just post the command prompt in Assimilate as it will tell us what's wrong but doing this I was able to successfully compile your model.
  20. It needs to be fixed width, you can actually enjoy the background. I do agree though that the logo is outdated visually and some of the colors could be changed to better suit the new background. We need a dark color scheme to go with the new background, like white text, black text box's and all things gray made darker.
  21. Yeah but in the instance where I wanna share the dotXSI file it's capable of storing more information than a 3.0 would and if I remember right it chooses 3.5 by default in Softimage.
  22. @@Archangel35757 I always use 3.5, the final version of carcass takes 3.x, 3.0 and 3.2 are pointless.
  23. @@WorstMB2Player I'll try to check it out this weekend and see what's going on with it, maybe tomorrow night if I don't get home too late.
  24. We need real backhanded animations and not just a single bladed staff.
  25. The way I posted is how it is on the Raven source models when imported into Softimage as that was the program all the games models that used bones were exported from. The base AT-ST is imported into the scene as a comparison to the new model and I just never deleted it but you can see how the hierarchy is arranged. BTW, model_root and even bones don't have to be bone objects, all that's taken into the GLM file is transform info from the object and envelope weights from the mesh. Your bones could simply be little polymesh cubes if you wanted. The AT-ST doesn't even use bones for the objects that the model is weighed to, they're just null objects, the only bones in use are the IK chains for the character rig which the skeleton is constrained to but doesn't get exported. Same goes for the _humanoid character rig that I made. It's called a shadow rig and it gives you a load of freedom to make something too complex for the game engine drive a simple FK chain that the game can interpret with a smaller file size.
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