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minilogoguy18

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Everything posted by minilogoguy18

  1. @@Mark Lubbers, the head still kinda needs to be wider, it looks a bit more like a Muun than a Falleen.
  2. If you couldn't make a file that didn't overwrite the original then you did something wrong because it's very much possible. If nothing happened when you typed in the console to spawn your TIE fighter then the problem is more than likely in the .npc and .veh files.
  3. @@Jedi_Mediator, any updates on the suggestions that DT made for this map?
  4. Yeah, modding those games is a PITA, no where near as flexible or modular as JA, only worth the effort if you plan on making an entire map because you can't just drag and drop characters to a folder then have them select-able in a map. Head over to gametoast.com if you wanna learn how to mod that game, though if you aren't skilled in modding you're going to find it difficult.
  5. Remember to adjust settings in Blender so that the backsides of polygons are NOT rendered because of how many flipped polygons I found.
  6. Don't you realize there are so many character modeling tutorials all over youtube and the internet? No one here needs to make one.
  7. Yeah, it just doesn't work using Anakin's head, it needs the Dooku head to be put on this body.
  8. Definitely seems like a huge google translate failure.
  9. I meant as if you did all weapons with this many polygons, it would slow the game down for sure. I guess LOD's will help but it's still kinda overkill, not even modern games are that high for a weapon.
  10. It has more features, a mesh based collision system using a low quality, same goes for shadows. The game has bump mapping but I can't remember if it can do normal mapping. The real problem with that game is that it doesn't have the modular drag and drop base folder editing that is unique to the Q3a engine, everything is compiled with the map essentially. You can't just spawn vehicles that don't have spawners in the map nor can you just drop a file in a folder to add a new unit to the spawn screen. The engine was also heavily built around Softimage, the .MSH file format is very similar to dotXSI and preserves a LOT of the information. Any rigid bodies in the game are also modeled in Softimage then exported to the map editor which only does a basic height map based terrain.
  11. It's kinda hard to point them out, there are quite a bit on the body but if you wanna send me the model in .OBJ format I'll send it back and you can compare.
  12. There are still quite a lot of vertex's that can be removed without losing any detail. Remember, if they aren't contributing to the models silhouette then they aren't necessary.
  13. That's way too high a poly count for such a small object on screen. We may all be using much newer machines than 10 years ago but the engine still can be strained when all the models have been increased in such a way. You should look more at Ashura's workflow, you can achieve the look of your detail but with the fraction of the polygons. Especially if you consider a small battalion of stormtroopers all on screen at once and the weapons they're carrying are all in the 2.5-3k triangle range, the game will lag even with a good CPU.
  14. We'll see where it goes but I foresee myself teaching people SWBF2 modding in the near future.
  15. I'm sure a lot of people of the current gaming generation would find it too difficult of a game. Even with a joystick every button on the keyboard does something, then every button again while holding shift does something else. A star destroyer in this game is something you pretty much wanna run from in this game and the Executor will make you shit your pants with fear when it's surface starts lighting up like a christmas tree from all it's laser batteries. Hell, even a relatively lightly armed Immobilizer 418 or Victory class star destroyer can tear you to pieces if you don't know what you're doing.
  16. How would anyone here know you're ethnicity? We really need a "dislike this" button...
  17. It'll be like all new games, pretty graphics that try to make up for short single player, easy to beat, no replay value and no modding.
  18. You have all the source model and animation files, just run them through assimilate to recompile them but in the assimilate options there is a scaling feature that will change the size permanently. I did this for someone years back with the x-wing to make it really small, works no problem.
  19. X-Wing Alliance is an ABSOLUTE MUST HAVE for any Star Wars fan, easily the best SW flight game. I own the original, it's one of those games that's so good that you kinda want a physical copy of.
  20. [sharedmedia=tutorials:tutorials:90] That will help you do everything you could ever want as far as character animation for this game.
  21. @@Kessno, how's this for now? I'll record a video sometime soon in game.
  22. I'd never upload anything to a pay to download place, then it becomes their property. Worst idea ever, especially after reading what happened to that Skyrim modder. @@AshuraDX, if you host anything there and decide to either remove it or host it somewhere else for free you had better watch out. THE WORST THING THAT COULD EVER HAPPEN IS JA MODS ARE SOLD ON THE STEAM WORKSHOP.
  23. The model has been in game for a long time, I just never took any pics of it in game but that's actually the level I've been testing it out in.
  24. Was bored today since I haven't heard anything from Ashura about 8t88's texture so I added another LOD, there are now 3 levels and that includes the high resolution model. Did them all manually rather than using a poly reduction tool since those things really mess up topology.
  25. Seems like you just used the wrong command to spawn the vehicle, it says it right there in the console...
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