Jump to content

minilogoguy18

Members
  • Posts

    2,468
  • Joined

  • Last visited

Everything posted by minilogoguy18

  1. @@AshuraDX I did pick the feet up more because before I felt like they were dragging on the ground, I can reduce it some but I just watched it and the feet really don't pick up that high. If you only had Mod Tool installed I could just give you the scene and let you watch the animation loop over and over from all angles like I pretty much have been doing. @@Omicron Not sure what you mean exactly, do you mean the foot rolling up on it's toes? It can be hard to judge just how much the feet push away from the ground since it's walking in place and not traversing forward. What I could do though is delay the foot roll some so that the foot stays flat longer.
  2. Ah, I never noticed this.
  3. I'll try, just so used to doing it the carcass way which is kinda why I want that source to be out already, I'm old and stuck in my ways. =p
  4. With the in level dialogue for Jan it makes it sound as if they considered letting her be a optional playable character for say the first six levels.
  5. The polycount thread that comes up in the google search should be a good read on the subject but basically both formats are great as far as detail and alpha channel support but since PNG is a compressed version of TGA loading times increase when using PNG in exchange for a file size that is close to a JPEG but with better quality than a JPEG. TGA is going to be the best format to use in the game, although the file size is larger that only really affects the person downloading the mod or pk3, game loading is unaffected where as if you were loading a map that used nothing but PNG textures loading times would increase because of it being a compressed format. In 3d software it's more noticeable between the load times of PNG and TGA when rendering.
  6. Been listening to a lot of Bodom lately.
  7. The base sound is the last thing I'm worried about, I have a sound editor, I can make it work, I just wanted animations that actually look good and a model that is accurate.
  8. Will do, question though, I know the game blends animations based on the prefix in the name so should I make it like UPPER_BLASTER_FIRE or something like that? Will it blend with the walking animations?
  9. Well the crazy thing is that there are bones for the barrels having recoil and even on the base model the barrels are weighed to these bones. Seems like something that is either broken or never implemented in the final game. I gave my model these bones and weighed the barrels to them in case this feature is either added or fixed. Since for the most part people are liking the current walk cycle unless anyone else has any input (will have to get Ashuras opinion) so I wanna talk about the death animation. Not sure if I should make something new since that could be tough to think of something that looks good or just make one that is pretty much identical to the base one for simplicity.
  10. Thanks but without Ashura's help on the textures it wouldn't be nearly as good, good textures really make the model pop. If you look on my sketchfab account you can see the model with normal and specular maps applied that Ashura made as well. I also made the hips drop more at the end of each stride so it isn't standing so straight up when walking.
  11. Such a small picture where you can't even really see much of anything. Not even an upload btw, it's on an external site.
  12. How much other map work did the old DF2 mod manage to get done? Although their method was crude it would be good to use since I think they were porting the original maps into radiant so that the scale and design was accurate, just needed good textures and lighting.
  13. @@AshuraDX The hips do move up and down but I can try to make it more noticeable and the weight thing I think I can fix that. @@Barricade24 Head bobbing is a no go since game code animates the head by allowing it to swivel using player input for aiming. @@Ramikad I know too about what was mentioned about the base versions walk, the legs were like almost straight and stiff looking. https://www.youtube.com/watch?v=3XwA6kSm4F8&list=UU3_eaTbT5Tv8oKZDW5nr3yw How's that? The jiggle in the head is gone btw, fixed it as I was uploading.
  14. The barrel should honestly be redone with say a 10 sided cylinder, right now different sections have different amounts of iterations which would cause all sorts of problems if you did something like tried to bake normals. Kinda going on what Ashura said you should aim to make things out of quads as much as possible with the edgeloops following the major features.
  15. I'll try and find some good pics of the interior of one and see if I can model it out since @@eezstreet I want to release this as a replacement for the base versions in both JO and JA that completely overwrite the originals.
  16. I'm almost certain that cockpit views are possible, if I'm not mistaken Lightninja made one for the AT-PT. Is that a pic from the rogue squadron series? It's worth buying a gamecube just to play the second one.
  17. Well as a extra step I think we should have normal maps on stand by for the chance that we may finish this mod before rend2 is implemented. The AT-ST has normal maps and I'm working on ones for the Lambda since that model is finished.
  18. That's because my walk start and both standing animations are in front of the walk cycle, it's 38 frames though just like the base one, look at the start time in Softimage. I fixed the feet so they come up higher, looks way better although I may not go through the trouble of uploading another video just yet for this small edit. Maybe we shouldn't add a run, AT-ST's don't ever seem to run, while the code may support it the devs probably just duplicated the walk cycle and made the walk and run speeds in the VEH file the same to pretty much make it so the AT-ST can't run. Are we going to implement the code needed for turning animations? I could make them if we re-enable them, remember reading that like they exist or something in JK2 SP but were taken out of JA but I could be wrong. The base AT-ST has animations for it but they never play in game.
  19. It's ok, I just realized that I need to pick the feet up more. Anyone else? Would like to get as many opinions as possible. While this model could have easily reused the animations from the base AT-ST I chose to make new ones and I want them to be flat out better looking. Also keep in mind that the speed of the animation is easily changed, mainly looking for opinions if the movement looks fluid and natural.
  20. I can't see much of anything in that video, I'll try to find another one to look at, I know what you're talking about though a lot of it could just be bad animations from the 80's. I'll try to exaggerate the movements some more.
  21. https://www.youtube.com/watch?v=yJvQ3FRYGIc Lemme know what you guys @@DT85 and @@AshuraDX think so far, it's still in an editable state, haven't stored it as an animation clip, still just a bunch of keyframes.
  22. Well the thing is that considering a run animation line exists makes me believe the code supports a walker vehicle being able to run. They probably just reused the walk cycle because they didn't want it to run, if a AT-ST NPC ran in game it probably would kill you very easily, especially in JK2.
  23. The cycle isn't the hard part, it's getting a good stride and walk start from standing sequence, from there you just reverse the end pose and tweak hip movement to match and you have a finished cycle. What I'm wondering is if I should make a real run cycle? If you look in the animation list it lists a walk and run cycle but the run cycle is really just the walk cycle which leads me to believe it's possible to have this thing actually run, not sure how that would look though. Thoughts?
  24. Started animating this thing, will post a video clip once I have a decent walk cycle then you guys can nit pick it to hell and I'll make adjustments as needed.
  25. This thread also just reminded me about the need for a real working gammorean. Good to see progress on the level, really can't wait until the level has some lighting and normal mapped textures. Needs more rend2. ;p
×
×
  • Create New...