Jump to content

minilogoguy18

Members
  • Posts

    2,468
  • Joined

  • Last visited

Everything posted by minilogoguy18

  1. All I need is the satisfaction knowing that @@Xycaleth is chiseling away at this project.
  2. ^I thought the same originally but it turned out after watching the ending video that he is Sith. He seems to do things more like pre-Empire era Sith and follow a rule of 2. The rule of 2 Sith were always far more interesting characters, he reminds me of Dooku.
  3. I'm very picky, I kinda like it. Seems like you or whoever took the Ragnos model, gave him legs and some color. Seems to have turned out decently.
  4. Er, well, I can't get an MDL decompiler for HL2 that I found to work so I can't go forward with this unless someone with 3DS Max and the scripts that it has to import MDL files will convert the models for me.
  5. Just give me some time to get the tools needed to get the models into Softimage, I used to have them but I dunno what happened to them.
  6. Meh, I probably wont bother with it then.
  7. That's because the model is weighed to 1 skeleton and trying to reference an animation set that uses another, you cannot do that. If you want animations for it you'll have to make them yourself.
  8. They sucked so badly, the person who ported them did the most horrible, amateurish job possible. The weights were what was so bad about them. I'll submit them if the staff allows it.
  9. This is commonly known by most that have been modding this game for a while. Anything can have it's own skeleton, you just can't have a player in MP with a custom skeleton, all players in MP must use the _humanoid.gla. It's all about the compiling process, you need in depth knowledge of a 3d program and assimilate to make it all happen. I can share my knowledge of such things but most people just instantly assume it's too difficult without even attempting it.
  10. So does this mean I can go ahead and port Kreia, Nihilus and Scion over and release them? I just want a solid yes or no, either way I'm porting them anyway even if they aren't allowed here. No one has taken the time to make good models of them and I don't have the time to do it from scratch.
  11. I like animating but I don't wanna distract myself from some of the things I'm doing right now. I made that rig though to try and get more people into animating, I've made it to where it couldn't get any easier.
  12. Well lemme know if you wanna test them, I can just export and run through carcass to get a GLA file but you'll have to do the glaMerge part yourself to keep the file size small. It's a super simple process though.
  13. @@Psyk0Sith like this? Dunno if it'll work since I think the game's code looks for an UPPER_ animation and just uses another animation for the legs.
  14. Take the stormtrooper.npc file and change the path so it points towards DT's model, done.
  15. @@GPChannel could you also send a copy of the DF2 icons my way as well. You'll be credited, I'd like to use them in the DF2 mod.
  16. I was thinking the same thing, I just have to learn how exactly to make use of it. I asked MrWonko but he didn't wanna help.
  17. I feel like a douche nozzle, Psyk0 spent the time to make the awesome textures for me, even though it's not related to this topic I'm going to release the files. The LOD's were just giving me troubles, as well as the shoulder weights. As far as the spectral Reaver, we could make it happen using my model probably by just making some fancy shaders for it. The wraith version appears different through out the series so it's important to know which version they're looking for. This is how it looks in Soul Reaver, the blade is energy with an animated swirl of energy entangling it. http://vignette3.wikia.nocookie.net/legacyofkain/images/1/1f/SR1-Cutscene-Chapter-4-B-KainDefeat-040.png/revision/latest?cb=20120609171748 This is how it looks in both SR2 and LoK: Defiance, it appears as a ghost version of the material Reaver with energy and 'mist' around it. http://vignette2.wikia.nocookie.net/legacyofkain/images/4/4f/Dark_reaver.jpg/revision/latest?cb=20100721183551 The version of the blade seen in SR2 and Defiance could be made using my model but the way it appears in SR1 is rather unique.
  18. @@Archangel35757 Could you maybe point me in perhaps the direction in which I could maybe build my own plugin using the MD3 source code? The scripting languages supported by Softimage are JScript, Python, VBScript and PelScript. VBScript is the defualt, the plugin that MrWonko made for Blender is written in Python, I was always curious if it could maybe be used as a base to build a plugin for Softimage more quickly by someone who knows what to do with it??? I'm a total nub when it comes to this sort of thing, I'm willing to try to learn though since I'm kinda in a slump with modeling at the moment and the distraction may help to get my ambition to work on some things moving again.
  19. Everyone gets credited for stuff they didn't make. The model in that link was ripped from the game, that guy that posted it on deviant art didn't make it. I'm sure you could find the model somewhere and just put it in game.
  20. \m/(>_<)\m/
  21. Yeah, people don't really realize just how pointless dragon is, it was actually always pointless since the free version of XSI went back to version 4.2 which was out BEFORE dragon. @@Ramikad Softimage excels so much mostly because IK is solved based on how you draw the chain making the process of building a skeleton for your model a lot faster than other software. Maybe one day they'll implement it into Maya since it's getting all of Softimage's unique features.
  22. is the face rigged?
  23. http://www.icculus.org/~phaethon/q3/collection.html That link at the bottom of the page seems to hold quite a bit of info with various links to other material on both the MD3 format and the Q3 engine.
  24. @@Archangel35757 well I'd be willing to do whatever I can to make it happen. Although converters work it would be awesome to have direct support. I should probably just try and learn some like basic scripting in Softimage. If I did I could package my _humanoid rig to work in any version so that it is constructed by a script rather than an imported object.
  25. @@Archangel35757 I'm not sure, they use the same system, I think as long as it's for Softimage|XSI 7.5 it'll work for Mod Tool. People have made addons for Mod Tool though so it's not like it's not possible to build them.
×
×
  • Create New...