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minilogoguy18

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Everything posted by minilogoguy18

  1. ^There is a JKhub group on steam you should join, that way you can get in touch with the regulars. A heads up though, you may find it hard to find someone willing to fulfill your requests, if you have anyone with artistic skill they may want to check out the tutorials section. A lot of us who mod realize we're greatly outnumbered by the people who just casually play the game so we spend a lot of time writing tutorials to spread the knowledge.
  2. We're getting a bit off topic although I'd love to continue it in the DF2 mod section. I personally want SP more since I want to have the fun of animating Gorc and Pic using custom skeletons/rigs.
  3. It more than likely lies in the GLM format itself since it's something that happens no matter how you get a model to GLM.
  4. ^Just to make sure but you know that the .XSI->carcass->.GLM method breaks edges along UV boundaries as well, it may just be something that has to be dealt with.
  5. This should really help some other software users, maybe even attracting people who use Maya.
  6. It's not smart to have control objects in bone hierarchy, you mess things up that way since hierarchy trumps any constrained control. Best to keep bone hierarchy completely untouched, all control objects should only control bones using constraints completely outside of the model_root hierarchy.
  7. Well are the hidden objects part of the hierarchy under model_root? In Softimage it would export anything under model_root regardless which is why say for animation rigs nothing is stored under model root, it's all done with constraints.
  8. Yeah, it's the only thing keeping the mod from making progress is lack of mappers. You should really make some new textures though, the DF2 ones aren't looking very good in this engine.
  9. You sure? Coulda swore it disappeared around the same time the porting thing at filefront was going on.
  10. ^I think you're thinking of pcgamemods.com Which is why that site doesn't exist anymore, should have mentioned that place sooner since it's a prime example of a site being removed from the internet due to copyright infringement.
  11. Well not sure how I can help since the way that Softimage does it is a bit different, I've never seen branch selection options in 3ds max but it's been a long time since I've used it. In Softimage when you export a dotXSI file for JA you want to branch select model_root, now if you notice old 3ds max tutorials show that being named as B:model_root, the "B:" standing for "branch select" in SI code. The main benefit to having an export selected function is only exporting what you want and not other parts of the scene, like say if you watch my character animation tutorial video for instance. Both the rig and the JA skeleton with mesh are under the same node but since I only branch select model_root everything else is ignored. For this sort of thing you might also want a plot animations feature, it's nice not having to keyframe all the bones before export.
  12. Yeah because I just checked to be certain and there is no triangulate option in the FBX exporter for Softimage. It's not a super huge deal but would be nice to have your program automatically triangulate models. I'm mostly wanting this for weapons since Softimage has no trouble going the old fashioned route of character compiling like other 3d packages. You should do a FBX -> MAP next, that would be awesome.
  13. Do we need to triangulate our models before export manually or does the converter do it? I would like to test this out since Kain has already been put in game so I have a good test model to use.
  14. That would make for a really good rotoscope pic.
  15. Thanks, I'll also of course contribute it to the gold pack mod. Right now though the IK for the legs has been boggling my mind because I'm making the joints move as they should on that first segmentnt off the body but if I figured out how to make the AT-RT's pistons move automatically I should he able to figure this one out.
  16. I really need to get zBrush, not really liking Mudbox despite it's simpler interface, pixols offer so much more flexibility over polygons.
  17. Sorry but the only project I have any real interest in doing things for is the DF1 and 2 mods since they fit the engine so well and have a high possibility of success since game mechanics don't need to be altered too much. Not magic, just years and practice and learning the software well, I'm still a nub.
  18. http://jediknight3.filefront.com/file/Survival_Mod_2_Revenge_Of_The_Droids;30646 This mod is fun and challenging. Don't know how you guys go about getting files hosted by people who aren't around anymore but this mod should be on jkhub.
  19. I just hate the ones who port and say that it's their work, like the guy who submitted the CW darth maul and savage oppress.
  20. What about smoothing groups? It could be breaking the edges along the smoothing group boundaries. Hard to say for sure though since you don't get a .glm file.
  21. You guys are nubs, using things like m_yaw to increase damage, why not just increase saber damage in general and be done with it? The term "poking" is just a loophole in increasing damage without tampering with game code but it's really no better.
  22. Kain has reminded me why capes suck in JA, takes so many test compiles to get rid of the clipping.

  23. I modeled mine directly over the blueprints you can find online using them as a rotoscope so it should be pretty accurate. The differences from the base model are pretty clear when they're side by side like that. Currently sits at 6380 triangles, not bad considering the detail and how large the model is in relation to a player model, most base model characters are around 3k triangles.
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