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Everything posted by minilogoguy18
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AT ST tags and import export weird problems...
minilogoguy18 replied to Langerd's topic in Modding Assistance
I think it's a step you're doing wrong in blender, it doesn't work anything like 3DS Max or Softimage work, none of the methodology crosses over. I'm certain I could make it work in Softimage but I don't have the time to try and troubleshoot models for poeple, I'll be working like 12 hour days most of this week. I've got multiple cars at work that either need new engines installed or the transmissions rebuilt, not much time for modding this week. -
That's wrong, I don't know how you're even making whatever you're exporting work. It should be like this... model_root | |__mesh_root | |__stupidtriangle_off | |__yourmodel | |__skeleton_root |__pelvis
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AT ST tags and import export weird problems...
minilogoguy18 replied to Langerd's topic in Modding Assistance
See, the thing that I don't get is why does eveyrthing have a "_0" suffix at the end of everything? Is that just how Blender knows that it's the main mesh and not a LOD? The tags as well wouldn't be named the way they are either in a program that would use the dotXSI->carcass->GLM/GLA method. They wouldn't be named "*hips", it would be "bolt_hips" instead and the compiler would convert it. This is why I said I might not be able to help too much considering it's blender and its so different than using Maya/Max/XSI. @@mrwonko maybe can clear some things up. There is literally no info on making NPC's with custom skeletons in blender, it's probably never even been tried before, people just seem to use it to make Frankenstein models. -
None of these models posted looks like him. His facial features are too unique to be able to just take a head from another model, the geometry needs to match the structure of his face.
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Are you using Assimilate? It makes things more simple. Also, for safe measure you should be compiling off the root of the drive, the compiler doesn't like long file paths. It should be like this... C:\base\models\players\_humanoid\ All your stuff you generate should be in C:\base\ and not the games actual directory, don't ask me why but it's the way most of us have been doing it forever. I should just take the time to finish those videos in that tutorial since this part isn't covered. Assimilate settings, the enum file isn't necesarry for what you're doing, it comes with the games source and it's the anims.h file. It's needed though if you wanna recompile the _humanoid.gla using the source dotXSI files.
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AT ST tags and import export weird problems...
minilogoguy18 replied to Langerd's topic in Modding Assistance
I don't think so, you messed up somewhere, probably the naming of the tags. I keep telling you to post your hierarchy in blender. You also scaled down the skeleton to fit your model, when you did that it probably threw everything off. You should be using your own skeleton and animations, it doesn't look like the AT-ST stuff would even work on that model. -
My AT-ST includes a .mtr shader file you could use as a reference that Ashura wrote.
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AT ST tags and import export weird problems...
minilogoguy18 replied to Langerd's topic in Modding Assistance
You must be doing something wrong, my AT-ST does not use the same skeleton or have the same mesh hierarchy yet it works fine in both SP and MP. The only thing I took from the original AT-ST were it's tags but I repositioned them since the models aren't exact to one another. I can't be too much help though since you're using blender. -
Did you middle click on the model_root before export? In Softimage you have to branch select the main root node before export otherwise everything gets exported, even the scene camera and light which carcass will just be like "WTF?!".
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Well one thing you might be forgetting is that even if the model is under 1k in whatever 3d modeler you're using when it gets exported as a MD3 or GLM the edges along UV boundaries get disconnected into their own polygon island which can greatly increase the vertex count and cause the error. The best limit to follow is <500 vertex's because if you keep it under 500 you'll retain dynamic shadow support.
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Octuptarra magna tri-droid
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Well after about a little over an hour of work I have the leg rig figured out complete with automatically pumping pistons as you move the leg controls. Now to just duplicate it a couple of times for the other 2 legs and build the main body rig which shouldn't be too much work. I kinda forgot to scale this thing to it's proper size in Softimage so I guess I'll have to rely on assimilate to do it, on first export it might be smaller than a player model since JA's scale is huge. XD -
AT ST tags and import export weird problems...
minilogoguy18 replied to Langerd's topic in Modding Assistance
Your modview pictures aren't helping at all. You need to post pictures of the blender hierarchy as well as the VEH and NPC files. -
Bespin Cloud City Vader SP Mission - WIP
minilogoguy18 replied to Langerd's topic in WIPs, Teasers & Releases
Your naming of the tags is probably wrong. If you changed them you shouldn't have. -
Well, I had this model sitting around for years. It was originally meant for SWBF2 but later scrapped when at the time documentation on animating walker vehicles was non existent and figuring it out all by myself proved difficult. Right now I kinda need a distraction or something to get me motivated again and since animating is one of my favorite things I thought I'd take on the challenge of making something quite different. Right now it's just a mesh, I just started to build the skeleton and rig for it. I don't know if a rotating head with usable turrets by other players is possible but if not just the forward facing cannon will shoot. I need to UV map it still and then it'll need some textures which hopefully I can maybe sublet that part of the job out to someone who's much faster and better than I.
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It will be, when he makes it. You seem to be a bit confused on how 3d game art is done these days.
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State of the Community?
minilogoguy18 replied to Jedi_Mediator's topic in Jedi Knight General Discussions
Yeah, we need more mappers, I'd definitely could use your help once again with Dark Forces 2: Jedi Knight. -
Single Player with Mulitplayer combat and movement
minilogoguy18 replied to Waco's topic in Jedi Knight General Discussions
@zOrg while the ANIMATIONS do transition better the movement is much slower, every time I play SP after playing MP for a while I feel like I'm trying to move underwater. -
If you want some free software that has good GLM support as well as tutorials you can use GMAX. A lot of basic modeling in 3DS Max tutorials should also work fine as it's almost the same program. https://www.youtube.com/watch?v=txwHpyfv1m4 It's based on a pretty out dated version of 3DS Max but for what you're doing it should be perfect.
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That's not the game mesh, it's a highpoly sculpt that he'll use to bake maps from for his textures.
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The tags are quite simple, it will shoot from whatever tag you have, hierarchy in this case isn't that important but it could be causing the problem. The naming and definitions in the VEH file are more important. You don't need additional software to make your own skeleton and animations, blender should be able to do all that although there is no info on this since blender is mostly used to make frankenstein models. I don't think anyone has really attempted custom animations and skeletons with it yet but as long as it can write out the files which it can you should be able to do it.
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First of all, you can name things whatever you want, it really doesn't matter. The ONLY RULE is that an underscore followed by a number as a suffix defines LOD's so playing around with that will fuck things up. This takes into consideration that the model has a stupidtriangle_off_1 or more tag with an extra hierarchy to tell the game that there are multiple LOD's. r_leg = LOD0 r_leg_1 = LOD1 r_leg_2 = LOD2 You should get the picture. Tags have certain naming conventions to define parts of the model, such as where dismemberment takes place as well as telling the game that this part is the head and this part is a hand which alters how much damage a person takes as a head shot will deal the most over any other part. This now leads me to this, if you are making a vehicle model, why not just make your own skeleton and animations so that you aren't so restricted???
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**OFFICIAL** Dark Forces Mod revival topic
minilogoguy18 replied to Teancum's topic in WIPs, Teasers & Releases
We really only have as far as I know 1 fully working level, there are a couple of the smaller boss maps you could consider working but they're kinda too small to count. The first level is only missing 1 thing, 8T88's presence which is using a placeholder, C-3P0. 8T88 only has a base mesh atm. -
**OFFICIAL** Dark Forces Mod revival topic
minilogoguy18 replied to Teancum's topic in WIPs, Teasers & Releases
I had a feeling this might happen, it's a lot of work for one person. It was the reason why originally I asked if you'd be willing to collaborate and our 2 mods could share material. Maybe then it could have even drawn enough attention to where some more capable modders would be willing to help out. Hope you pick at this from time to time still, the original DF mod demo to me was the best example of what a TC should be, it felt like another game and not just a modified version of another.