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minilogoguy18

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Everything posted by minilogoguy18

  1. Maybe @@Mandalorian or @@mrwonko can help.
  2. We definitely need more mappers around here. You should check out the OpenJK section and the thread rend2 containing pictures @@Szico VII has posted with his maps using the new render engine.
  3. Well that model still needs UV's first, I don't wanna ask too much of him, he already did better than I could have hoped just with the AT-ST unless he can somehow be convinced to maybe join the team actively. That scene is such a mess too right now, although the model is "made" everything needs to be properly grouped and checked over to make sure the model is efficient as far as vertex count. Now that the mod seems to be back in progress I'm thinking of halting my DBZ marathon to work back on the things I've started.
  4. Yes, it will be a direct replacement that completely over writes the base one rather than working side by side with it. All file paths will be identical but texture names will vary. Animations will be new as well, just recently had to add more controls to the rig for the head and neck. I was so focused on making the legs work properly that I kinda forgot completely about the neck and head. We're only making vehicles that appeared in the original DF2 game, so no new swoop, falcon or x-wing.
  5. Yeah, lack of mappers is what kills every total conversion mod. We could have tried something like making ModDB page or something of the sort to attract people.
  6. I would like to continue with the DF2 mod in whatever way it may happen as I thought with the 2 of us working together we could have made it happen for sure. It was though a lot of content that needed to be made since we started from nothing as there are no good DF2 characters or maps already.
  7. Version 1.0

    224 downloads

    This is a Model (.emdl) file containing the Jedi Outcast skeleton made of null objects. I changed the appearance greatly to help new users better understand visually which bone should influence thier custom models. As far as I know there was no skeleton for JK2 for Softimage so I took my JA skeleton and added in the necessary bones. To use this file simply just have your model open and go to File>Import>Model and choose the DaVinci_Male01_NullBones.emdl file. It's in this format because the merging option doesn't work properly in Mod Tool versions and this way you wont have to export your models in and out just to get the bones which can cause loss of certain data in your scene files such as groups and layers. I recommend selecting objects and putting them in groups for further ease of use, I could not group them myself since the .emdl format doesn't support groups. Here are the preferred groups... tags - containing every tag including stupidtriangle_off, set the visibility to do not show members, tags are already enveloped to the bones they need to be so don't mess with them. do not envelope to these - bones that you should not weigh anything to, includes model_root, mesh_root, skeleton_root, Motion, face, lhang_tag_bone and rhang_tag_bone, set it to do not show members and do not allow selecting members bones - this ones simple, all the bones that would be used for character deformation, leave group settings alone as you want to see and select these, making this group makes assigning envelopes easy since rather than selecting all the bones 1 by 1 you just select the group when you're picking deformers. After your model is set up properly just branch select (middle click) model_root and export. Enjoy!
  8. Yeah, that right there is a good enough reason to get the source to all of the tools, we have enough Mac users in the community.
  9. I think what he's trying to get at is similar to why we need ShaderEd and EffectsEd, as new things are coded into the game we want the tool source to be able to keep the tool up to date with new features whatever they may be. It's really awesome that they're going to release these things.
  10. Only see it in the animation made with the rig slightly, still don't see it on the AT-RT but the amount the bone rotates and length of animation could cause or keep it from happening.
  11. Well you should at least say what you think is off about it or else your post is pointless.
  12. I dunno, I just looked at the walk cycle of the AT-RT and there is no jitter in the toes, it was exported as a dotXSI 3.5 file from Softimage 2013. Also don't see anything wrong with the BOTH_STAFF_RUN that I replaced that is seen in the video tutorial I made on the rig, this animation was exported as a dotXSI 3.5 file from Mod Tool 7.5. I never use dotXSI 3.0, there is no reason to.
  13. I'm crossing my fingers, I'd like to see carcass be able to process more formats.
  14. Well then I guess the only way other than Noesis would be if someone knew how to get in touch with Mike Gummelt since he still works for Raven I believe and seemed to want the source for these games to be out.
  15. Yeah, it would take such a long time to watch all the animations play in modview and sort them out. So, the no go from Rich, was that because he doesn't have the carcass source or because he has it but is unwilling to share?
  16. Yeah, Rich seems to be the best bet considering his knowledge of code when it comes to 3d formats, he may have worked directly on the carcass program based on the things he knows.
  17. I thought at one point @@Archangel35757 had talked to a former Raven employee or someone who may have worked on the game during it's development, it would be awesome to be able to get the carcass source code for many reasons.
  18. Not sure about SoF2 but in JK2 and JA the seams are there, just mostly only noticeable if dynamic shadows are enabled or you're watching a cutscene with a characters face close up like the first JK2 mission for instance the opening scene in the ravens claw you can very clearly see the seams dividing kyles face from head object.
  19. I got KotOR 2 working just fine on Win 7 x64. Even playing with the restored content mod and a widescreen hack that I found that enables true widescreen resolution.
  20. Ah, I forgot about that, in that case though couldn't Assimilate be used the same way we use it now just using your compiler rather than carcass?
  21. It may be a widely used format but it seems like it would require the least amount of effort to just have the compiler accept a newer version of dotXSI like 6.0. I don't know much about coding so I could be wrong but looking at the files in notepad there doesn't seem to be any real difference between 6.0 and 3.x, the compiler could be refusing to take it simply on the header alone.
  22. Hard to find the will to even want to make stuff like that when there is already so much out there on the net, it's how everyone here who knows how learned.
  23. Well for the MD3 support, IMO is not a big deal, we have a MD3 viewer that does it's job. I've never used the animevents in ModView, in game I know it's just a config file that tells the game when to play certain sounds based on what animation is playing, I'll have to play around with that sometime.
  24. Way too early to even start with ep7 material, for all you know that could just be a concept that doesn't make the final film.
  25. Holy google translate fail batman! I tried to read and understand but it makes no sense, it's like I turned the CC option on youtube on a Hot Version video.
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