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minilogoguy18

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Everything posted by minilogoguy18

  1. Wow, never realized they were different file types, the only model I've ever put into JO was an updated AT-ST model and I just let it overwrite the original so it used the base NPC data.
  2. Some parameters are game specific but the structure of the file for the most part is the same. Only a coder can answer what exactly is different.
  3. Wow, OG animation expert. Reading a thread on lucasforums showed me what I was doing wrong when I made my Softimage biped rig as far as setting up the PCJ list in Assimilate to get the animation to compile right.
  4. They're literally text files that you just change the setting when you save the file you select save as file type to all files and add the .npc extension rather than .txt.
  5. https://jkhub.org/files/file/2038-softimage-jedi-outcast-character-skeleton/ I'll just leave this here for you.
  6. Are you talking about adding a model to the game or taking a model that works in MP and make it a NPC that you can fight against in SP? Model .glm files and the .npc behavior files are 2 totally different things.
  7. Anything new on this? Makes me sad when it's not at the top of this section.
  8. Gonna try and work on the _humanoid rig some, got some people using it that had some feedback.

    1. Tempust85

      Tempust85

      Good idea. Need to make sure we have fully working rigs for both 3ds Max & Softimage

    2. minilogoguy18

      minilogoguy18

      I've changed some things, seems as good as it's going to get, for cut scenes though I'd recommend a custom skeleton with a character weighed to it to have more facial control. The rig has all the face bones so it's just a matter of constraining whichever ones you wanna add into it. The shadow rig has pretty much the JO full skeleton with the JA skeleton constrained to it as the bones that get exported.

  9. I'm kinda curious about your workflow. The models in ZBrush all are posed in the JA DaVinci pose, are you using some sort of base mesh that you're importing into ZBrush? Or do you have some sort of template to pose them.
  10. Is the saber model in the hand but the blade just isn't there? Or is the entire saber model not showing up?
  11. That doesn't even show the full process or even the error, more info is needed. What is your problem exactly?
  12. Lol, you guys should learn some basic 3D terminology cause you obviously didn't know what I was even talking about.
  13. Does anyone know exactly how much the turning animation rotates the character? Like in derees along the Y axis

    1. Show previous comments  3 more
    2. Ramikad

      Ramikad

      Not so slightly, apparently about 30 degrees max to the left.

    3. Tempust85

      Tempust85

      I must be thinking of another game lol my bad :P

    4. minilogoguy18

      minilogoguy18

      I did some tests with the base AT-ST in Softimage and if I key they model_root to rotate 45° it seems to match up about right.

  14. You pretty much name everything with a suffix using numbers 1 through 3 for the next level of detail with the high resolution mesh having no suffix.
  15. I think the helmet in general just needs to be scaled up some, it's a bit too small.
  16. Sorry, I don't do requests unless it happens to be something I was already planning on. Too many unfinished projects to start another.
  17. For anyone who's interested in the AT-ST, are the turning animations used at all?

    1. Show previous comments  1 more
    2. Ramikad

      Ramikad

      Actually they're used. Both misc_atst_drivable and enemy AT-ST use the turning anim. The drivable MP vehicle doesn't seem to use them though.

    3. Tempust85

      Tempust85

      afaik, it's a cvar that enables/disables turning animation.

    4. minilogoguy18

      minilogoguy18

      I'm just wondering if I should take the time to make them if they aren't going to be used, the model is finished other than that.

  18. 3DS Max doesn't have a snap-to-surface option? I can do that in Softimage and it pretty much works as a retopology tool without the popular name, but that of course is building the low poly mesh yourself. I've never liked auto tools though, they never work as good as doing it yourself, you always find weird triangles, noticed that mainly with polygon reduction tools.
  19. Got a new TV, old one is now PC monitor >:)

  20. How would making a character rig be illegal??????? I've already done it with another software with great success. Anything I've ever animated had a biped rig attached to it for animating, it's the only way to go, well if you know how to make them. I don't think anyone here knows how to make them from scratch without using some sorta universal setup.
  21. If you made a character rig you'd achieve much more fluid movements in a fraction of the time.
  22. It might also at least need some MP testing just to make sure everything works as a vehicle but in the campaign for JO and JA it works as a NPC. Map objects are also included, has sharers and LOD's. Most testing was done on the Artus Topside mission in JO, made sure it worked ok in JA by playing Hoth1. Might have to give me some time since I'm super busy these days and my computer stays in sleep mode 95% of the time.
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