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minilogoguy18

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Everything posted by minilogoguy18

  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. @@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.
  9. @@eezstreet, so coming back to JK2HD yet? =p
  10. 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.
  11. 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.
  12. 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.
  13. Wow man, it's starting to look really bad ass. MOAR!
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. /r_dynamicglow 3 /cg_shadows 2Those 2 will give some better lighting and shadowing.
  19. It's fine, they can be added.
  20. Ah, didn't even realize that the tag wasn't weighed to the right bone.
  21. 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.
  22. 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.
  23. 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.
  24. 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".
  25. I think his hair could use more volume, like a few overlapping hair planes.
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