Jump to content

minilogoguy18

Members
  • Posts

    2,468
  • Joined

  • Last visited

Everything posted by minilogoguy18

  1. @@DT85, maybe add to the list of needed positions a 2D artist? Also just remembered @@Psyk0Sith wanting on, he would be a huge help.
  2. Yes, out of town for the week, when I come back I'll work on him so that I have a little something to show.
  3. Something I forgot, just set the fCurve interpolation to linear on the animation sequence you're having the jitter problems with, it may fix it. I don't think that JA likes spline interpolation. I haven't seen Max's interface in nearly 10 years but there's the stolen from Softimage animation fCurve editor, after stealing tools from Maya and Softimage they still can't make a decent program without buying someone else out.
  4. I don't know how exactly I can be of more help, I don't think an FBX from Softimage would be that much different than 3ds Max. I don't really have anything on this laptop, out of town for the week. Merging ModView and Md3View into one program sounds like a pretty good idea but maybe after the FBX importing issues are solved first since ModView would probably need a lot of work to be able to process things like vertex animations.
  5. The triangle rule applies to both the formats and the game engine as far as I know, carcass wont compile a dotXSI to GLM unless it's in tris.
  6. I don't think MD3 or GLM support more than 1 material per object, probably safe to say that only 1 should be used.
  7. Awesome, this will help a ton, that way just about any 3d software user will be able to generate MD3 files.
  8. I'll send it back to you man, the hands definitely could use some reworking just because they really don't fit the skeleton well, I could just model new ones, just trying not to deviate from any of the work on the DF2 mod.
  9. But I've exported animations with no jitter, ever. It could be the formatting, have you properly set the FPS in Mod Tool to export out at the same frame rate that the animation was exported in? They all have different frame rates.
  10. Look at the headers in the dotXSI files, they all were exported from Softimage|XSI version 2 and they're all dotXSI 3.5 files.
  11. ^It's not being worked on, supposedly the model is based off of the comic version and not the game, he's supposed to be more buff.
  12. ModView cannot load MD3 models though, all I want is MD3 support without having to use outside programs, ideally being able to export a MD3 model from Softimage would be best but the other method of getting md3View to load FBX files seemed easier.
  13. The md3View program can save md3 models as GLM, what DT is saying would be best, to program md3view to open FBX files so that they could be saved as MD3. In short I really just want some way to go from Softimage->MD3, don't really care about GLM since people who rip or frankenstein models find a GLM importer useful.
  14. @@Almightygir, I still have the Malak model, just never finished weighing it.
  15. Well opening a FBX file is what we need most, md3View exports both md3 and glm, I'm not worried about modview, don't know how that got mentioned up there or why.
  16. The only thing and it may just be a place holder that I don't like is the texture. Something definitely needs to be made to replace it.
  17. I've owned every rogue squadron, the original is still installed on this PC. 2 was the best. That 2:03 was better than that gay ass CGI clone wars series, the cheese factor is so high.
  18. Bad ass, lmk if you need any test models, I will be leaving town Sunday though and wont be back until Friday.
  19. This would have been better music.
  20. Well then, I guess the next question is, who's up for the challenge? I'd rather not bother Xycaleth with it since he's working on rend2 again and that is far more important and probably the best thing he could possibly be devoting time to JA wise.
  21. Yeah, having an issue with Softimage as far as dotXSI import/export is pretty much only depending on importing a file that came from another piece of software that doesn't do a good job of writing the format. I've never had a problem exporting and compiling anything. I have a run animation as well as a full set of animations for my AT-RT that have no problems. I've exported out multiple animations using my biped rig and haven't had a problem yet, everything worked in game just as smoothly as it did in Softimage. I'd say it's definitely your exporter since DT imported the same animation into Softimage and got the jitter.
  22. Well if that works then it should be good enough, that way I guess it could either save as md3 or glm depending whether you're making a map object or a weapon.
  23. The .xsiaddon is basically just an installer, it isn't really necessary. I'm honestly not worried too much about .glm other than maybe a simple importer much like the older 3ds max importers since I'm not trying to rip off other peoples models, I just want to be able to export map objects and weapons. Weapons which can be converted from md3 to glm via Md3View.
  24. http://mapping.jkhub.org/richdiesal.htm That page should help out a ton, considered the most useful mapping tutorials ever made for JA.
  25. Wow, I never knew Infinity Blade passed away, maybe the fulcrum of the void falling apart and Hapslash leaving JA?
×
×
  • Create New...