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minilogoguy18

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Posts posted by minilogoguy18

  1. Sounds like a screen resolution problem, try going into the base folder and modifying the "jk2config.cfg" with notepad and alter the resolution by changing these lines...

     

    r_customwidth

    r_customheight

    r_mode "-1"

     

    For the width and height you'll need to enter your monitors native resolution. It sounds like you're zoomed in.

     

    I could be totally wrong, Macs are blasphemous machines in the PC gaming world. Weird that you have to use the compatibility settings, I don't have to.

    IndyWOaJacket and Smoo like this
  2. You need to make sure of one thing, the skeleton you used has the proper hierarchy and local transforms for each bone or you'll get some strange problems like ankles rolling the wrong way on slopes and neck rotating on a different axis when looking.

     

    I've been wanting to get around to remaking my rig in SI 2015 but lately I've been working harder than an ugly stripper and house shopping.

     

    BTW, the synoptic thing isn't very easy, best way is to get the base made in SI but switch over to Adobe Dreamweaver to get the hot spots drawn out in better detail, switching back and forth to check that everything works. Most of the scripting should be done in SI for simplicity but it's ability to draw a detailed hot spot region sucks especially in the small window they give you.

    DT. likes this
  3. Well I'm not sure what approach you took but it was pretty simple to do, just boring and tedious.

     

    I had the skeleton that was to receive the animations stored under a Model and imported the source file 1 at a time under another so that there were no naming conflicts. I also had a conversion table for some things but I'd simply store the fcurves and transfer them via the animation mixer.

  4. The animation rig I made already has all the missing bones, it's just not that easy to retarget the ones to match the rig controllers due to obvious transform differences. You could manually trace over them but it doesn't seem to be of much help to have all the animations in a editable file since well they're not really needed other than for reference.

     

    I did what you're doing once but using the source files since they also have the missing bones, just combined them into 1 file and had a animation mixer track with all the animations stored as clips and named properly but the file was lost at some point.

     

  5. You'd have to import them into the software of your choice (Softimage, 3DS Max, Blender) and redo the envelope weights using the skeleton from the other game.

     

    Going from JK2-->JA is much easier, just adding "l_hang_tag_bone" as the child to the bone "l_hand" and weighing the tag "l_hand" to it and recompile. This will fix the dual saber problem when using the dual saber special move and a few of the dual saber taunts.

     

    The other problem is that the cutscenes aren't in the "_humanoid.gla" they have their own files which would need to have the animations transfered from one skeleton to the other which isn't too hard if you know the software you're using well enough to transfer animations between 2 different skeletons.

  6. @@TheWhitePhoenix flying in a cinematic and flying as a vehicle are to totally different things. In the cinematic a generic model is scripted to move along a pre determined path, a vehicle is controlled by the player. You can also notice that it's just a static model by the way it moves and the fact that it doesn't have an exhaust effect.

     

    Can't believe there is a 4 page thread on this. Needs a proper hierarchy and the model needs to be weighed to at least 1 bone and compiled to GLM/GLA to work properly.

    Asgarath83 likes this
  7. Let's get some tags next time

     

    Looking better, kinda looked too much like the original game but probably shouldn't go too crazy on textures since they're just gonna get replaced but they may at least be used as a basis for the final ones.

     

    You should also join the discord channel if you haven't already

    Mark_the likes this
  8. Are you familiar with working with PBR materials? If not would you be willing to bring yourself up to speed with that? We can always use mappers, the thing is that the game engine has been altered quite a bit, mainly the render engine to where we are moving away from the base JA shader system and using more advanced lighting and rendering techniques.

     

    @@DT85, thoughts?

    Would be tough to have to pass maps along to someone else to build the PBR materials unless you're OK with 1 person fleshing out the architecture while another does the materials.

    Mark_the likes this
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