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minilogoguy18

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Everything posted by minilogoguy18

  1. That head needs to be scrapped, the mouth is really messed up, the jawline is wrong and the ears are too far forward and not part of the same mesh.
  2. Yeah, they all import just fine to Softimage, I started a while back merging them, it's just time consuming since I don't know how to write a script that would do it for me but I pretty much took the base skeleton and started transferring all the animations 1 by 1 and storing them as clips in the mixer. I of course was naming the clips to match the respected animation and they're in order so it plays the animations just as they would in ModView. Dunno if anyone would be interested in it but I could continue work on it, you'd pretty much have the full _humanoid.gla in whatever software you wanted to view it in.
  3. This is a nice turn of events, Rich obviously knows what he's doing in terms of format conversion so if he's on board to help get a better system going then that would be awesome. What I'd really like to see is a method of choosing a GLM as well as it's matching GLA and being able to convert it to FBX so that the mesh is weighed to the skeleton with all animation applied. I'm also going to look at my models exported out from Softimage about the UV seams, crazy that you now aren't seeing them, but it generally requires lights to be at the right angle to notice them as well as a shader applied. They're most noticeable in cut scenes where the face and head mesh meet.
  4. Oh, could have sworn the wip thread I saw was Corto's model with your textures, guess that one hasn't been uploaded yet.
  5. minilogoguy18

    Noesis

    Ask Rich that No it cannot open GLM/GLA together to view a model with attached animations, they're 2 separate files, this is what ModView is for.
  6. It did not officially, the closest thing would be Corto's boba fett as he was on the original team and the model he released recently was more than likely a revamped version of what would have made it into the mod if I remember right. https://jkhub.org/files/file/1516-boba-fett/ There is also this reskin of the same model that looks pretty nice too. https://jkhub.org/files/file/1518-boba-fett-reskin/
  7. minilogoguy18

    Noesis

    Why was this uploaded when it can be downloaded from Rich Whitehouse's website?
  8. Noesis will import .MAP files from HL2, not sure how different it is from Q3 although the valve source engine was based on Q3, it may or may not work. If it does from there you should be able to export out to .ASE.
  9. I thought you could spawn ASE models in lugormod? Have you tried?
  10. The surface limit is 32 I believe, you have a lot of room to work with.
  11. Hope you'll be able to get the same effect for rain as the vanilla renderer, the part where the droplets burn up when they hit the saber blade.
  12. This is a technique that seems to be rarely used now a days, it can get you off to a start but a lot will have to be done in the 3d views to really make it look right. It doesn't line up because the front view her head is tilted to her right, rotating the image may fix this, you also have the depth of field making the ears in the front view smaller. 2d rotoscope will only get you a basic start, most people who rely on it start to finish usually turn out with heads that have poor facial structure especially in the cheek area.
  13. @@Circa, quit breakin shiz.
  14. I really don't think it would work well at all, he was designed to use a custom skeleton with his own animations to be used an an NPC that would only be seen in the level. His proportions do not match the player skeleton.
  15. I'm always interested in high quality movie characters. A normal map and working shader for rend2 would be awesome too for down the road usage.
  16. I know I'm late but chromecast is awesome, watching Super GT races on my TV

    1. Mog

      Mog

      I was able to snag one before it got fully released in Canada. I'm loving it! Sure comes in handy in College

  17. Maybe it can be played with some to get a happy middle ground between the 2, I thought that though the main reasons for redoing glow was because of the performance hit the vanilla glow has although newer machines probably don't notice it anyway.
  18. It's probably going to depend on the textures, keeping it similar to the vanilla glow just boosting performance would be good enough since most effects like lightsaber blades look good in the vanilla renderer using dynamic glow.
  19. The textures are nice but like said the neck is too short as well as the weights of the hands being odd.
  20. Redid the AT-ST UV's since there was a lot of wasted space, that was one difficult game of tetris in a sense. Now to take the time to learn to texture on my own.

    1. Archangel35757

      Archangel35757

      I need to learn the same!

  21. It can definitely be fixed up, just look up on YouTube basic enveloping techniques for whatever 3d software you're using.
  22. Na, I'd put clothes on him, maybe like his outfit from total recall or predator.
  23. You should port over your Arnold model, hell I'd probably do it for you just to have Arnold taunts in JA using his cheesiest of quotes.
  24. ROQ doesn't like widescreen, sometimes they work, sometimes they don't. I played through JK2 recently and oddly enough they played, although stretched they still played. Never seen a JA ROQ video work in widescreen though.
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