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Everything posted by minilogoguy18
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It's very much possible through editing the .sab file, just can't remember what you have to add for it to force that animation to be used as the stance for that specific saber. Try downloading a saber that uses a custom stance and opening it's .sab file.
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Saber model - vertex limit in glm and in MD3
minilogoguy18 replied to Langerd's topic in Modding Assistance
It doesn't need to be any higher anyway, a good modeler can use just as few as the source models and make it look good. Newer games don't really have much higher limits either, just using more complex rendering techniques that include displacement maps. I'd keep it under 500 per object to avoid errors, going close to the top can cause problems when you have a base folder full of models that do the same thing, that's where the transform space error comes from. -
Good luck getting one made considering it's the ONLY image like it, it would have to be mostly made up.
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I play with a PS3 controller using MotionInJoy, it's pretty much set up just like the XBOX controls. I did this since I was late on the PC gaming scene and was too used to playing games on consoles, I guess if I had time to learn I could use the keyboard and mouse but it'd probably take a ton of customizing to stop it from feeling awkward. FPS games are the only ones that really feel natural with a keyboard and mouse, I'll use that if I'm just using guns in JA but not with the saber. Poke doesn't work but poking is a pretty cheap way to get an easy kill anyway, sidestepping "pro pokers" and killing them with yellow stance is more rewarding.
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Gotta be a way we can reach out to more mappers, dunno if they'd find it annoying but how about just going to the mappers and asking them, the worst they could do is say no.
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I wish I could help in the mapping but I never learned how to use Radiant. I know I haven't been around much as far as 3d art and animation but I'm kinda in the same slump as you since I know the mod wont go anywhere without maps. As much as I played MP in the past this mod should stay SP as without the story of DF2 it's not really a DF2 mod, just JA with some extra characters.
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I would really like to see a valley of the dark lords map along with having some of the tombs being open to explore.
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dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
minilogoguy18 replied to Archangel35757's topic in WIPs, Teasers & Releases
Every piece of geometry has their transforms zeroed out (0,0,0 in local space) tags can have whatever origin they want, the game uses I think the local transforms of the edges of the triangles to dictate how they behave, the tags actual local transforms aren't used. I was testing this theory with the tags a little while ago, here is an example of how the game would handle the tags for both GLM and MD3 models since yes, it is different. I made it so that the transform gizmo is visible in Softimage just to show how it would appear in ModView and MD3View if you selected an object like a tag and it shows the tranforms (red,green,blue lines). -
I've been checking back daily hoping to see this thread move, some progress has definitely been made, wish I could help but I'm rarely home these days.
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- 35 comments
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- star wars
- lightsaber based weapon
- (and 3 more)
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Sketchup isn't a good program to use, it models most everything using polygons with more than 4 sides, I've seen some horrendous results when going Sketchup->OBJ->another 3d app. Model generally needs tons of cleaning up.
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- 35 comments
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- star wars
- lightsaber based weapon
- (and 3 more)
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Mario's beloved green dinosaur
minilogoguy18 replied to Boothand's topic in WIPs, Teasers & Releases
All those things @@Vulcan requested aren't possible without coding, animations alone aren't enough. You can make a new rig and animations for it, just not as a player model. -
Mario's beloved green dinosaur
minilogoguy18 replied to Boothand's topic in WIPs, Teasers & Releases
That issue is on your end. I'm not importing a GLM though btw, using the games source files. It's not really a problem though, it's just the bone length is wrong, as long as the joints are in the right place the skeleton will work. You don't even need bones honestly, you can use null objects, well not sure about blender but in other programs that use the dotXSI->GLM process you don't even have to use bones. See if there is a way in blender to adjust bone length without offsetting any child objects position, I'm sure there is an option for it since most 3d software can adjust bone diameter and length. It only seems to be the bones at the end of the chain that are affected. -
Mario's beloved green dinosaur
minilogoguy18 replied to Boothand's topic in WIPs, Teasers & Releases
If you're going to use an existing skeleton and not make your own animations you should import the tauntaun at this point and match up the proportions before you get any more detail in there. With more detail you'll find yourself having to edit the model a lot more in the end to make it fit the skeleton. -
Yes, I had this problem way back when I made my own caps for the first time, there needs to be a material set to the meshes before export. Although I'm using a different program the problem is still the same.
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Although the caps that the skin file points to is a shader and cannot be applied just apply any basic texture to the cap meshes in blender like say whatever your torso texture is then export, the game just doesn't see a material applied to that mesh which is more than likely the problem.
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Meant to post this like a week ago but kept forgetting, made some small edits, it's playing kinda slow, guess that's the screen capturing software's fault so keep that in mind. I think at this point it could be exported and tested in game, the turning and leg up animations are missing but I don't think that will cause any problems cause I really wanna get this thing in game.
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Haha, it was so whipped together in a way, I've since improved it by making the fall faster and the leg not snapping oddly, as for the head turning I'll add that in, it'd have to be a slow rotation though I think. I'd really only have to add the turning animations but they aren't currently used in JA unless @@DT85 wants to get them working which would be awesome.
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The map looks good, the lava seems a bit out of place though. You should open it up more similar to what they did in the special edition of ep4 like adding windows with a skybox.
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@@DT85, anything you would change about the death animation? This is the only real sequence needed before it can be put in game and tested which sense there isn't any level finished that would use this I'd probably just make it overwrite the one in JK2 to test it out as an NPC.
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That's a bit over the top, the model isn't even in game yet, getting too ahead of ourselves is never a good thing. I just wanna know what people think could be improved on the death animation at this point, I've already edited it some but still open for suggestions before uploading a new video.
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https://www.youtube.com/watch?v=BMyiC_HdSns Definitely a rough draft to be improved on, not all that happy with it atm but with some tweaking it can probably be made a lot better. The snapping of the right leg joint was fixed as I was uploading this.
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I haven't updated my game in a while but you shouldn't have a lightsaber unless DT changed that.