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minilogoguy18

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Everything posted by minilogoguy18

  1. Cool that it's like the old menu but I kinda liked Darth Phae's as it was similar to the original but was more our own. I think it should also be made in 16:9 and not 4:3 unless you think we should include 4:3 menus, 16:9 is a must though.
  2. No I mean like say if there were a demo of the original DF2 game but perhaps there never was one.
  3. What level did the original DF2 demo game use?
  4. Cool, make a new thread sometime showing lots o pics.
  5. Very cool that they fixed it, just wish still that the source was out to maybe add the other crosswalk formats to it. As a softimage user I wont complain though, would just like to see more options for others who may be using a program outside of the 3 autodesk ones.
  6. Where is @@Trank btw? He had barons hed's main brushwork nearly done, was about to start getting into details.
  7. I'm with you, that's who I wanted the Jan model to be based off of as well.
  8. Forgot you made one and yeah, no need at all for a Rahn model, maybe if we make it to the point of release it can be a MP addon or something but not a character that should even be considered at this point.
  9. I own all of the games on PC, haven't taken the time though to go through to see if any sounds could be extracted, just got some off the net.
  10. Sorry, model is in game and working, just been really busy with moving, life and DF2 mod. I added a mouth recently as the inside wasn't modeled, trying to get rid of the errors when compiling with the LOD's, gonna try to finish this one up as it really does need to be released. No, I'm not making a Blood Omen 2 Kain, pretty sure that game wasn't fully considered as cannon anyway. Oh yeah, a major thing that was holding it back was sounds, need to get a good sound set for the model. I have a few clips from the games that I might be able to edit into taunts but no grunts or anything that can be used for getting hit and dying.
  11. I already nearly finished the mesh for 8T88, needs textures, skeleton and animations still though. I see no problem using Hap's stormie and the base Ugnaught.
  12. It can be increased without affecting anything if you really feel it needs to be, you should take another look at the model in sketchfab rather than the XSI viewport, link is in the first post.
  13. Could you circle out which parts you mean? Because there is the base and a plate that is intentionally made to be a octagon. I was definitely leaning towards a death of falling over on it's side.
  14. Na, the only part that maybe has a little too many sides are the collars that hold the blade to the handle, those torus' should only have around the same amount of iterations around the Y axis as the rest of the handle. The blade IMO is fine, not overdone at all.
  15. Looks like a kinda high poly model, gonna do a bake?
  16. Yeah, the AT-ST really just needs a death animation which I'm started to want to do something unique like it falling over on it's side. After that it can be put into game, will be busy though the next week getting stuff in life sorted out like making my weekend car road worthy again after sitting in a garage forever since the daily needs some body work after someone hit it.
  17. Didn't know you wanted to take a whack at animating the gammorean.
  18. He took the models from that site tf3dm.com so saying he made them is pretty far from the truth, those models were even taken down from that site.
  19. 1 large WIP thread usually never work out, they get so cluttered.
  20. Yeah sure, wouldn't hurt to see some variety.
  21. I think this should be the final walk cycle.
  22. You know I'm down, that's what the rig I made is there for, it's also a shadow rig so binding our 70-something bone skeleton to it in place of the JA skeleton is no problem.
  23. Which kinda brings us back to the gammorean, should we just make a whole new one? I think we could make one thats way better then maybe give it it's own skeleton with the few basic animations it needs and have it as a NPC only.
  24. There aren't many with the knowledge to pull off a new model for this guy so it's pretty unlikely that it'll happen.
  25. For as long as I've been modding this game I've never tried it, I'd imagine I'd just need to extract everything to a folder structure within the games base folder but how would the game know to load all that?
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