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Everything posted by minilogoguy18
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Would it be possible to add like an "index" feature to the animations similar to how a help file works? Like a box above the list where you can type in a animation and as you type it will go to the nearest match without you having to even type out the entire sequence? This would make a lot of things easier since there are times when you want to view a particular animation and it's one long list to scroll through. Maybe also fix the floor too? Characters seem to be floating way above it, if I'm not mistaken floor should be where model_root is located or if possible make the model interact with the floor as they do in game using the bolt_l_leg_foot and bolt_r_leg_foot not able to pass through the floor. If the bolt interaction isn't possible then simply just moving the floor up to meet the model_root object would be more than good enough. Oh yeah, is adding MD3 support still happening as before? Seems like it would be tough since MD3 format's axis origins are rotated differently as I showed in another thread.
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I haven't read this whole thread but I can easily put it that no matter how much work you put into AI a computer controlled character will never match the skill of a real, live, breathing person that can be totally unpredictable, especially when backed into a corner. I played JA online near daily for years a while back and the game on the hardest settings could never match real people that were only about 1/4 as good as some of the best players I've played against in a 1v1, no force power (except jump) duel. It taught me that there is no such thing as difficult AI, the only time they can be a challenge is in mods like Survival Mod 2 where you're fighting 5+ npc's using the reborn boss class with 5x or more health. If you've never played in a serious online duel you should try it out, a bit of advice though that new players tend to do, don't use those "kata" attacks, you'll die within the first 5 seconds.
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Pretty sure md3 and glm have the same limits but I do have some stuff I may post since another one people don't realize is that tag axis is not the same between md3 and glm.
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Normal maps aren't even fully implemented in the actual game so why worry about the viewer? As far as other shaders we all know what the basic ones look like and I know how to set up realtime shaders in Softimage to mimic what they'll look like in JA. Implementing rend2 is definitely more important.
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Yeah, I agree, ModView is fine for now, as long as it can load a model to ensure that it will load in game then that's good enough.
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[WIP] Man at Arms - Reforged Lightsaber Katana
minilogoguy18 replied to AshuraDX's topic in WIPs, Teasers & Releases
Damn, wonder if it's usable and available to buy. -
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No matter how powerful the user's PC is the game WILL lag. 500 is the most you want to do for any segment, higher than that will work but the model will no longer be affected by dynamic lighting. There's no reason to up the limit of the engine, newer games aren't much more intensive, they're just more efficient and use various forms of displacement maps to gain more detail.
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I can't help much with 3ds max questions but the shadow rig opinion is the best way for any animation in a game. One thing I do notice though is that your model is through the floor which could potentially cause transform problems in game of your animations.
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The only thing complex facial bones are really useful for IMO is cutscenes which use their own GLA and don't really need to be mixed with the player used animation bank.
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The rig itself is a shadowrig, it has all fingers and toes, it's just that the base skeleton is what's constrained to it but the JO skeleton can be constrained to it to have the ability to animate the rig and export the animation to whichever game you want. I'll constrain the JO skeleton or if you want a hybrid between the 2 and re-upload the file, they'll be stored under different Models in Softimage so that there will be no naming conflict and you can just export whichever of the 3 skeletons you want.
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Jedi Knight Series _humanoid Animation Rig
minilogoguy18 commented on minilogoguy18's file in Utilities
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I'd also like to add some more to this thread, would it be possible to have gender specific animations? Females and Males do not walk, run or have the same posture, it would be neat to at least have a feminine walk or run to be used on female characters.
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Haven't exported to GLM to see in ModView, as far as I know @@AshuraDX has only exported a static model which is probably a MD3 model.
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I also just got around to updating the sketchfab link to this model to display diffuse, normal and spec so that also points toward JA being the problem. Check first post guys if you wanna look at it. Also managed to break my rig (can reset to base pose so don't worry) so this needs to be addressed since it can cause problems when animating.
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That post is in the JO section and if I remember right the mirror shader doesn't work quite right in JA, if you play the JO demo the final duel areas entire floor is a mirror. Gonna have to call in the big timers, @@Szico VII
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You couldn't be any more wrong. JA was a stripped down version of JO, most of everything in JA's assets is copy/pasted from JO with some things stripped out. JA was very obviously a rushed game catering to the small part of the fan base that thought the first 6 levels of JO were too hard.
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I'll have to double check, it should only be the bones for the head pivoting needing to match since they aren't animated but rather use player input to move, pretty sure I matched them all up though.
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Yep, thanks! Both skeletons appear to be identical, guess it's a code difference that allowed the AT-ST to behave differently between the games. I imported the root.xsi file from the source and copied it's skeleton so I should be good as far as making it behave the same.
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Anyone with both games installed wanna post ModView pics of both AT-ST's skeletons to check? My folder structure is already set up to let this version overwrite the base one so extracting them out would kinda bork what I've got going on.
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@@eezstreet I didn't know this, thought they were the same. Are the skeletons different or is it just game code that is different because I built my skeleton identical to the base one from the source files but with my own shadow rig controlling it much like the _humanoid rig I released. @@Grab, I have it at the point where it is ready to be animated, made a full rig (look a few pages back) so animations will be new so it's not even in game yet. I'm about to start animating it which is hard to say how long that will take since I'll probably post clips of it in Softimage for feedback on the animations snice the base ones weren't the best IMO.
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@@eezstreet, so coming back to JK2HD yet? =p
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Well I'll be releasing this in a way that it will directly replace the base AT-ST in both games, it's the same scale as the base one so it wouldn't break the Cairn maps.
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The turret deal is buggy though in the base game, it doesn't work very well, I got a model I made of the Outrider to have turrets but it was VERY buggy. Importing the model and changing some things though is very doable but you're going to need to learn to use the program of choice before you attempt this.
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SP Lightsaber Styles in MP
minilogoguy18 replied to PepeChiller's topic in Jedi Knight General Discussions
That would be a question answerable by whomever has experience with whatever mod you're running but if you're using baseJA then you'd probably have to enable cheats.