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minilogoguy18

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Everything posted by minilogoguy18

  1. Version 1.5

    1,053 downloads

    This is a new and improved version of the AT-ST walker. This model works in both JK2 and JA as direct replacements to the enemy NPC, the SP driveable entity and the MP vehicle. It also comes with 4 extra skins, clean, rusty, mossy and snow. This model was quite some time in the making, it was originally meant for the Dark Forces 2 mod but because of the popularity of the model I'm releasing it publicly outside of the mod. I have to give a huge thanks to AshuraDX for making the amazing high quality textures, writing the shader for rend2 and help with testing and bug fixes. It was practically a joint project because of the amount of work he did on this. The only things that were somewhat reused was the base .npc and .veh files as a foundation for mine, other than that everything is new. A completely new model, new textures and new animation set.
  2. Not sure exactly what you mean for the 2 person animations but if you want 2 rigs then you'd just dupe the whole thing, file size will be huge. Or, if you wanna import a base anim for reference and not have any naming conflicts just make a new Model under Model>Create>New Model then drag and drop the dotXSI file onto that Model in the explorer. You can build reference objects and say animate the Master Controller to move the model BUT you would want to remove the animation from the master (the 4 arrows thingie) cause the game controls the in world motion of things like jumping up. This was similar to my AT-ST, I made turning animations with the whole model turning about 45° but I had to remove that so that the final product just looked like feet shuffling because the game rotates the character and moves them in the world, NOT the animation. Import the base wall run to give yourself an idea. You could also PM me your steam name and maybe I can send you examples.
  3. Sense doesn't have an animation, without code to tell the game which animation line to call you wont be able to do this. All of these are super simple, you could probably produce them yourself if you tried.
  4. Newest version is out, decided to still consider it a BETA event though the JA side is complete but I've decided to add JK2 support but wanted to get this out since JA is more popular to mod. Next release will have basic JK2 functions, then a final later release with full JK2 functionality like more complex facial rig.
  5. I totally think you should maybe add "(read first post)" to the thread title and state in bold that NO requests or changes of any kind will be taken until the render engine works as originally intended.
  6. This news just made my day.
  7. I have the full version using a student license and I don't even use it, Mod Tool will do everything you need for JA and a lot of other game engines.
  8. Works great, now I'm gonna go on a LOD spree. Wonder why Raven never did this to all the models to further optimize the game? I guess most MD3 models were already pretty low detail.
  9. I'll test this tomorrow after work.
  10. @@DT85 ? Searched a thread where you mentioned doing it but no details on how, tried the usual naming system for GLM LOD's but it didn't work.
  11. I remember seeing that .md3 models can have LOD's just like a .glm but I'm not sure how to set them up. Anyone know?
  12. ^That's not the purpose of this project. This is meant to make your own custom animations from scratch 10000000x easier than it ever has been and it woks. Have total first timers PM'ing me their animations that they already got in game.
  13. Not sure what other models would require such a thing, I feel like it would be a pretty rare instance, the SP entity seemed to totally ignore the .skin file and instead use this. It points to a shader btw and not an actual image file, similar to the stormtrooper caps.
  14. ^That was the problem but I figured it out an hour or so ago, just had to leave the house. Turns out the sp vehicle needs that custom parameter with the shader path.
  15. Yeah, tried that, still shows [nomaterial] in a hex editor. Tried editing the file using a hex editor but it just crashes both modview and the game.
  16. Well I need to do some testing but Ashura may have found the problem. Even though it has a .skin file if you look at the AT-ST in notepad++ the base glm has texture paths for all it's parts where mine just says [nomaterial] so I'm going to try to fix it with a hex editor like @@Psyk0Sith suggested, should have listened to him earlier lol.
  17. I'm pretty much out of ideas, I recently just tried deleting all my shaders, skin files and renaming my textures the same as the base ones to try and trick the game but it didn't work. It must be the level itself, is this entity compiled with the level? Is it going to look for the default textures and model regardless? @@Ramikad can I send you the file and maybe on whatever map you may have just add the entity to it but compile the map referencing my model to see if it shows up right?
  18. I don't have the games source, I was thinking more like a NPC or VEH file but there doesn't seem to be anything, the odd thing is that I don't even get any sort of errors in the console about shaders missing.
  19. I have searched high and low for the files that control this vehicle, any idea where they are so that I can make the textures work? I feel like it's some sort of cfg file or something that is pointing to the base textures that are being over written so the misc_atst_driveable loads as my model but with missing shaders.
  20. I'm personally not a big fan of preset rigs, custom built to fit your needs always works best and it's always so rewarding when you get yours to work even though you'll never get all the sleep or friends lost back from all the time you spent just trying to make one controller work properly.
  21. Well the thing is that my MD3 works no problem, as does the enemy NPC and the vehicle that you spawn in MP, only the SP campaign driveable doesn't work which is different than the MP vehicle. I've tried everything, I thought that making duplicates of my textures (which have the same file path) and naming them the same as the base stuff would work but nothing has, I'm about to give up and keep this model as part of the DF2 mod only. I'm literally pulling my hair out trying to find out why in every other instance it works but the SP vehicle that has the weapons that can be toggled doesn't load the textures. @@Xycaleth or @@ensiform since you guys know code is there something different about the SP campaign entity known as misc_atst_driveable? I'm about to headbutt the monitor right now >_< Remember before posting THIS PROBLEM IS WITH THE SP VEHICLE ONLY, ALL OTHERS WORK FINE, THE SP VEHICLE IS DIFFERENT THAN THE MP ONE! THE NPC THAT YOU FIGHT AGAINST WORKS FINE AS DOES THE STATIC MAP OBJECT!
  22. I totally gave up on flight vehicles a long time ago, the dates on those files I have submitted here may only be a few years old but when they were actually released on another site was like 10 years ago. Flying vehicles just don't work in this game, it's a waste of time.
  23. Still doesn't work. I guess I'm gonna have to play through JK2 and get to the yavin swamp 2 level.
  24. If it doesn't have support for character studio or at least some way to constrain and build some complex IK solutions then it may not even be worth the time. After all it is based on 3DS Max 4 and severely stripped down. Mod Tool really only had the render image size limit which I believe is 1024², other than that it's the full version of Softimage|XSI 7.5.
  25. SP doesn't have the support for these vehicles, even the AT-ST if you spawn it using the code you'd use in MP you'll get a walker that doesn't work right at all. The SP and MP games use 2 different engines, the code isn't the same, the games have these features but they're not good, I just mod SWBF2 when I wanna make something like this now.
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