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Posts posted by minilogoguy18
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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 -
I like it but 30 years seems like too much of a time gap.
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Yeah, what I did was make it as easy as possible, so far no one has tried to build a biped in another software.
Link is in my signature, you'll find video tutorials and file links inside.
Siegfried likes this -
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 -
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.
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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.
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We haven't heard from the original artist in a while, we're going to try to reach out at some point.
All of the games characters will be redone.
Newmodder likes this -
@@DT85 Might wanna skim this topic and remove the links, seem to all be on page #3.
Not trying to be rude but the mod is still in early development and isn't available for release.
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Not sure where you got a link to the mod but it doesn't seem to matter since whatever you have doesn't work. The mod is not up for download to the public.
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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.
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Cloning and mirroring is meh. If you're going to make a 4 armed character make a 4 armed character and not one where the animations are copy/pasted from the upper arms to the lower arms.
@@Psyk0Sith needs to release his Grievous model, it's amazing.
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@@Lancelot just gotta remember that like he said, architecture for now, all the textures are just placeholders so it's easier to look at. Every single one will get redone in way higher res PBR maps.
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Yeah, make it flat and sorta bulge out where it meets the ground.
Psyk0Sith likes this -
Need to reshape the hands, that added finger looks like another thumb with the way it branches off.
ChalklYne likes this -
@@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 -
Nice.
I should probably increase the scale of the AT-ST, only kept it "stock" sized so that it would work in JK2 in the doomgiver but we have the freedom to make it to scale in DF2.
Archangel35757 likes this -
Awesome to see so much mapping progress lately since I've seen lack of maps be the death of so many large mods. Keep going with the structure using original textures, they're just placeholders anyway.
DT. likes this -
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 -
Check MrWonko's site, probably on there, there is one out there.
z3filus likes this -
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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I like those pillars in that "Moria" map.
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@@Jedi_Mediator It's because you're trying to put image tags around an album, need to post each images direct link inside of their own set of tags.
Application for map design
in DF2 Mod Discussion
Posted
Yeah, this section hasn't been too active lately mainly because we're all on discord but the mod is still pretty actively being developed.
Here's the link: https://discord.gg/MFQDwQ7
@@DT85, we got any use for someone who's just strictly fleshing out the basic structure? I know @@Jedi_Mediator was doing a role like that but he's been AFK for a minute...