Jump to content

minilogoguy18

Members
  • Posts

    2,468
  • Joined

  • Last visited

Everything posted by minilogoguy18

  1. Wow man, it's starting to look really bad ass. MOAR!
  2. It's definitely something I don't have time for right now, the biped in the picture is available for download and a handful of people behind the scenes have contacted me showing some very impressive animations with it. Posing the character can be done in minutes but I have to finish my AT-ST which Ashura is texturing and I have to make the LOD's. It has a full rig but has no animations yet so my animation plate is full, just showing off that this can easily be done.
  3. A lot of mods out there allow for use of the other 2 "boss" styles but the problem is that they're ridiculously overpowered so they're reserved for use by admins of the server. The Tavion style for instance can be chained indefinitely, does medium damage, you'd be lucky to block it 50% of the time,is very fast and has a high knock-back. The Desann style does high damage, has a high knock-back, it's unblockable, can be chained more than the medium stance and has the speed of the medium stance. It takes absolutely no skill to use these styles, it will just make you a bad player because you'll get so used to them you wont be able to win without them. Cheats need to be enabled to use them without being in some sort of mod like Lugormod for instance used to allow them if you leveled up your saber skills to level 4 or 5 but disabled them because it ruined the balance of the game.
  4. The problem with the driver tag is in the code, I tried using it on the AT-RT and the driver would never show which forced me to use the tauntaun class for that vehicle. This definitely needs to be fixed in OpenJK. Before it is asked, yes, my .veh file also had the /showDriver line or whichever is needed but not matter what the driver was invisible. It was discussed as not working for walker type vehicles at one point on this forum, something to do with the code.
  5. Well the thing is like I said is that the games current code will only allow for the waist up to be animated for shooting stances, it takes the leg animations from the basic idle stance and combines them, code needs to be changed before it will look proper.
  6. /r_dynamicglow 3 /cg_shadows 2Those 2 will give some better lighting and shadowing.
  7. It's fine, they can be added.
  8. Ah, didn't even realize that the tag wasn't weighed to the right bone.
  9. I definitely think that is something OpenJK should adopt DT, especially if it can be done without breaking the games compatibility in MP. Makes me wonder if the same thing is possible with JK2 models that don't wield dual sabers properly, the bone is in the JK2 skeleton it just has a different name. Perhaps a conversion table could be made as well to allow JK2 models to work properly in JA.
  10. I think we should just leave it, it matches the blueprint so I'm fine with it and like I said, the AT-ST is different in nearly every image you find on the net, there is no right or wrong. I just followed an official blueprint at least so I'm definitely way closer than a lot of games out there and custom models from what I've googled.
  11. The eyes have bones though in the base _humanoid.gla, it probably just needs coding. Remember, the source engine is just a heavily modified Q3 engine, if they could do it than so can we as we have the source to this engine. I never got this animation in game, just made it to show in another thread how one could use my biped rig that I made for JA to make a stance in mere minutes.
  12. Just remembered I already made those 2 but the problem still lies in the code, for this stance to work it would have to be made into a "BOTH" animation rather than just an "UPPER".
  13. I think his hair could use more volume, like a few overlapping hair planes.
  14. I used an official blueprint as a rotoscope. If you just google AT-ST you'll see there are literally tons of iterations of this thing out there, there really isn't a right or wrong way to make it but I followed the blueprints as close as possible without cramming too much detail in there. It's a little far along to be making mesh changes, especially with how complex the UV layout is, I really crammed everything in there tight.
  15. Yes, every time you merge an animation it adds it to the end, you wont actually delete anything in the _humanoid.gla, you'll just make the file bigger.
  16. You do not need an animation.cfg file to merge with the _humanoid.gla, just follow the video to the end. The CFG file is just a simple text file that tells the game what animation to play, when, how fast and for how long. Try opening up the different animation.cfg files in the game with notepad to get a good idea, you can make and edit these files in notepad, just change the settings during saving to all file types and add the .cfg extension to the end of the name. I may have to redo that video since I didn't realize until after I uploaded it you couldn't see me testing the animation out in game. Rate the video and let others know if you were able to follow it well or not, it was the first video tutorial I made so I'm hoping it was able to help people out.
  17. It's going to require both code and animation work even for SP because the gun stance is just an UPPER sequence that blends with the standing animation for the legs, it would need to be made into a BOTH sequence before it could be done which would destroy online play keeping it a pure SP only modification. The animation part is stupid easy, with my biped it could be done with a few hours of work tops to create all the animations like a few stances, walk and run.
  18. But @@Archangel35757 the weighing part has nothing to do with modeling itself, that's the part that comes later when it's time to take that model and get it in game. Any software can enforce a limit, in Softimage if you enforce a limit after the enveloping has been done it just takes the bone(s) with the least influence and divides it up evenly among the 4 with the greatest influence. https://www.youtube.com/playlist?list=PLDBC873942D2C6132 https://www.youtube.com/playlist?list=PL5F9205A527C17A9A @@eezstreet those 2 channels were in my tutorial thread, not those links directly but those are 2 playlists from the 2 channels that have pretty much the basic training, stuff like this can be found on youtube for all Autodesk products as well as other softwares. I honestly never used that basic of tutorials, you can really learn a lot just from playing around with the software.
  19. ^This is another thing I tell people, get to know your software, make a few models THEN worry about getting it in game because there IS NO SUCH THING AS MODELING FOR JA or any game for that matter. Modeling is modeling, I showed this in the tutorial videos I made, I took a model that Corto made for CSS and made it work in JA. I always see people say "how do you model for JA?" when there is no way to model for JA, you learn to model from the billions of tutorials out there then you learn how to put it in the game.
  20. Learn the software first, if you're good enough with the software of your choice you can follow any tutorial. I use Softimage and I've learned things from Maya, Max and even Blender tutorials, key mapping and UI may be different but a polygon is still a polygon. There may be some things that aren't possible to translate between programs just because some have tools that are unique for them but for basic low poly modeling you can use any tutorial once you learn the basic terminology of what people are saying.
  21. I use JPG and PNG, mostly PNG though because of small file size and it can do everything a TGA does.
  22. It's coming out awesome, can't wait to see more. Makes me wonder, do we have an AT-ST pilot character model?
  23. Nice greeble action.
  24. Right now it's just going to be a direct base replacement, model, textures and animations will be new, nothing more than that.
×
×
  • Create New...