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minilogoguy18

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Everything posted by minilogoguy18

  1. @@Xplicit, get rid of Google scketchup, it's a terrible modeler, there are WAY better free options and you'll never be able to use it to put your models in game. You'll be forced to use another program no matter what way you look at it.
  2. Yes, would be nice to see what works, what's being worked on and what doesn't work at all.
  3. If you don't mind me asking, what all are you capable of in this engine? I'm wondering because I could offer some help in exchange from help from you since we're interested in bringing the older games into this newer engine.
  4. Instead of the photos of Jason Court you should probably just actually take renders of the different model parts in a 3d package with a neutral background similar to Jaden in the base game. It would make it a lot easier to know what you're picking, especially for the legs.
  5. @@dark_apprentice That is what DT85 was talking about, you can't expect the model to work as-is with no modification, shaders and textures need to be redone for a good result.
  6. This mod is just another KotF.
  7. I could at least test, LMK what I need to get started. I have at least 1 model finished that should work with rend2, the AT-ST.
  8. I'm LOD-ing everything now a days, it may bloat the size of the pk3 but performance is much better. Every modeler and mapper here needs to hop on board and make LOD's for everything.
  9. Of course it's fixable but is any active coder going to tackle this? HIGHLY unlikely and I don't blame them. We need a lot of other things done as far as game code way before something that was probably just thrown in by Raven for shits and giggles. I'd rather see rend2 worked on, that's far more important, flight is like at the bottom of the list. Shit in 1 hand, wish in another and see which one fills up first...
  10. I like where this thread is going. It would be so rad if I could use Softimage for all the art and then just use Radiant for all the tech that would help me out a ton cause Radiant is seriously lacking in tools when it comes to 3d compared to a high end 3d package.
  11. Well I just released one and something that Ashura and I found while fixing the NPC files for it may lead to me being able to release my AT-RT. It's not even that the flight code is terrible it's also the fact that the games map size is too small for flight. I have to agree with @@Teancum, play some SWBF2 if you want some fun flight in the SW universe that has tons of mods. I even have stuff released there and actually tons more that I need to release but I've forgotten how to even mod that game to do it lol. It's also the EXACT reason I modded SWBF2, I used to like making flying vehicles for JA but eventually I wanted more so I modded a different engine for a while.
  12. You guys are just going to have to learn how to re-weigh the model to the jedi outcast skeleton and recompile. It's the only way and it's FAR from impossible lol. It's really quite easy, just time consuming.
  13. But flying vehicles work like shit in this game.
  14. It seemed to me that in RotJ no one could see the 3 ghosts that Luke was smiling at, or at least that's how it seems when Leia walks up to Luke.
  15. You need to import it into a 3d software that can either export directly to GLM/GLA (Blender) or do the XSI->Assimilate->GLM/GLA method (Softimage/3DS Max/Maya) and compile it as if it were a player model or NPC. There is no 1 click conversion to do this. The tutorials section already has info as if you were using Blender or Max, maybe I could write a Softimage one sometime.
  16. Cool to see you coming over to JA @@Teancum, I came back some time ago from SWBF1&2 because this game is so much more modder friendly. I'm actually looking to resurrect the DF2 mod, lmk if you need any help.
  17. I only really like things that improve upon the SP campaign since JA is the way to go for MP. More detailed models and upgraded effects.
  18. That's a problem with that mod, I only tested this to work in the base game, if it doesn't work with a mod then the mod is to blame.
  19. Well I don't think that's a real problem because the game loaded the old model which like I said if you open the animation.cfg it's different.
  20. Spawned before the mod was installed? Are you playing like lugormod or makermod? It properly overwrites all AT-ST's in both SP games. The animation thing is because my frame numbers don't match the original because the animations are new. You didn't rename the pk3 did you? The zzz_ prefix is there for a reason.
  21. I've noticed the hatch issue in SP but it only happened for me when I spawned the npc_vehicle which isn't SP compatible. Never happened with the misc_atst_driveable but they weren't spawned, they were ones that were on the map already like t2_dpred and Gavin_canyon. I could never get the misc_atst_driveable to spawn. I don't see the problem in the first trip picture, just looks like the animation BOTH_TURNLEFT1 is playing. Thanks for the comments, I spent a lot of time building the custom rig in softimage to make the animations. Ashura did an amazing job on the textures.
  22. The fans just need to rise up and say fuck your cannon, we believe what we want.
  23. Model has been released, let me know what you guys think.
  24. @the_raven I modeled this actually using the official blueprints from RotJ as a rotoscope so it's quite accurate, the only thing that isn't perfect is the overall scale which is why you think that the head is too small because the entire thing is too small. I didn't wanna make it larger than the base model though because it would break the game in the SP levels. The static object wouldn't fit in the hangars in the artus_topside level and it wouldn't fit in the drop pods from the cairn, doomgiver and yavin maps.
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