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Everything posted by minilogoguy18
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I'll have to check this out for sure, been wanting to get back into lugormod.
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Yeah, then whenever a big change is made a link can be sent to everyone at once.
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Really? Adding LOD's to my AT-ST is what got that error to stop, was told by one of the long time coders here that the lowest res LOD is the collision mesh. That model only has 1600 verts on it's lowest LOD though so it's a good bit lower.
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Fun fact, game uses lowest LOD to calc collision, having LOD's will help with stopping that error on higher poly models but too many of them on the map at once will still cause problems so the vertex count should probably be tried to be pushed down to around 3k. The game counts vertex's btw. Looks pretty good though so far.
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level Level 13: Lost planet of the Jedi
minilogoguy18 replied to Randorando's topic in Dark Forces II Mod
Lighting is a bit dark but comparing to the old game which is like full bright everywhere it probably matches more closely to what we see in the cinematic. -
I got a little burned out and took a break from modding for a bit but I'm planning on starting back up on this, not working on anything else on the side or anything like that, just this.
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level Level 13: Lost planet of the Jedi
minilogoguy18 replied to Randorando's topic in Dark Forces II Mod
I think it's a good thing to not be a total replicated stamp of the original. I like the slight bit of greenery added to it. -
level Level 13: Lost planet of the Jedi
minilogoguy18 replied to Randorando's topic in Dark Forces II Mod
We aren't using that method. The DF2 game engine that SomaZ and DT have built use a totally different rendering engine than the base game. You'll have to be brought up to speed. This doesn't mean you can't get the maps geometry done as well as some other things but texturing and lighting are going to be a bit different. We'll also have to get DT to send you a link through PM with the game engine as well as the working levels we have so far. -
level Level 13: Lost planet of the Jedi
minilogoguy18 replied to Randorando's topic in Dark Forces II Mod
He may be able to do it all in Radiant, I'm sure he'll have to compile everything to see how it ends up looking since you can't preview normal maps in Radiant. @@DT85 and @@AshuraDX, how did you guys go about the Yun duel and getting the GL2 shaders sorted out? Despite not taking advantage of our render engine it looks pretty good so far. -
Application for level design - ACCEPTED
minilogoguy18 replied to Randorando's topic in Dark Forces II Mod
Yeah, it's better to have it public, we just shouldn't post links to any dropbox accounts that have content. -
Happy animating friend, let me know if you need any other help.
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Whoa whoa whoa whoa, you can export whatever as the start frame, carcass will re-sort the frames based on the dotXSI files it grabs and the first frame of the first sequence will be starting at frame 0 despite what it is in Softimage. The problem is the missing root pose which can be at whatever frame number you want, as long as it's the frame before the start of the animation. This is why the model is skewed, it needs the root pose to figure the transforms of the merged animations. I'll have to update the files description because the root pose is there, it's just been stored as an action sequence and I didn't have that feature there when I made the video. @@gugatucci to add the root pose to the first frame of your animation... Select any part of the rig Press F3 to open the synoptic page Go to the frame before your animation starts Select "Root Pose" on the right Select "Key All" Adjust timeline so that root is the first frame and all other frames are in your animation Export as normal At some point I may have to make a new video on that rig, sorry about that, it's undergone a LOT of changes since the initial video was made.
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Application for level design - ACCEPTED
minilogoguy18 replied to Randorando's topic in Dark Forces II Mod
Oops, forgot about that. How about something small like a boss duel map like the Sariss duel or Boc duel map? The other duel maps have either been finished or started on. -
Application for level design - ACCEPTED
minilogoguy18 replied to Randorando's topic in Dark Forces II Mod
Check here... https://jkhub.org/topic/3512-level-assignments/ We already have the Yun level pretty much done, seems to only need some lighting adjustments from what I remember and the Maw battle @@Ramikad had a pretty big head start on as well. The only full time dedicated mapper we have is @@Ramikad right now, the others very rarely seem to come around. @@DT85 did a couple of maps since he's a jack of all trades as the mod leader and @@AshuraDX has helped out big time by doing the Yun map. If you want to choose one of the levels that either hasn't been started on or was started on by a team member that is no longer around to do as a demonstration of skill feel free. It would be hugely beneficial for yourself to learn some modeling and PBR materials, the team members are all experienced with whatever 3D software package you choose that has all the plugins needed for JA. For freeware it's between Blender and Softimage Mod Tool 7.5, if you can get educational licenses for Autodesk products then you can use 3DS Max or the full version of Softimage, current versions of Maya aren't supported as no plugins have been made to work with it. -
It's going to take me a minute to jog my memory on this. Can you send me the .EXP file (SMT scene) through private message? The function not implemented in Mod Tool error can be a few things, Autodesk tried to "cap" the exporter so that it couldn't be used for game engines but there are work-arounds, you need to double check your dotXSI export settings. I also need to see your Assimilate settings, they can be found in Edit>Preferences. The biped has gone through a number of revisions since the video was made. I haven't really used it in years, everything lately has called for something totally custom (AT-ST, Gorc). Oh, Pro Tip, you should increase your monitor resolution if possible, Softimage doesn't like a height less than 1024 pixels so on todays 16:9 monitors the minimum recommended resolution is 1920x1080. There is an option for a lower resolution but you have to collapse a lot of the menus to get access to everything on the side panels.
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Application for level design - ACCEPTED
minilogoguy18 replied to Randorando's topic in Dark Forces II Mod
He'd probably also need to be brought up to speed on some things that are specific to the renderer like materials and shaders. -
Yeah, I was just going to pose them using my biped rig, for the Jaden models you'd just have to delete the parts you don't want, each species/gender is all 1 model file.
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This gives me some ideas since I can much more easily pose the models using Softimage. A friend of mine has a 3D printer at our job but it's I believe an 8 bit board so the models resolution isn't that great but sending the model to a company to print in a better resolution for $$$ would be an OK solution.
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The one in the video is way too high and the other ones are like PSX quality.
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WAAAAAAAAAAAAAAAAAAAY too much detail for this game, would crash the game with the run out of transform space error the second you spawned it lol.
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You'll have to upload it somewhere, get a dropbox account if you don't already, easiest way to exchange assets with others.
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Double saber into dual sabers !
minilogoguy18 replied to Urko's topic in Jedi Knight General Discussions
They didn't switch, you can cut the staff in half, it's rare since it's hard to hit them at just the right spot but it can be done. It's limited to single player against NPC's I believe. If you look at some of the sab files there is reference to this also pointing to what hilts to switch to. I made a set of broken hilts since the game didn't include them, there is even a "fix me" note in the files, it'll just switch to using 2 of the "Stinger" hilts rather than 2 halves of whatever staff hilt the NPC had. -
https://open.spotify.com/album/5ULYhovm1XwFpAgyPyeWhq This album is awesome, first 3 songs should be listened together as 1.
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It could look bad in the siege_destroyer map because it's not laid over a cone like the doomgiver bridge area is. I never really thought of it that way. It definitely looks different between the 2 maps, could just be the 2 cones that the shader is layered over.
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^Pretty sure it's broken in JA, if you have JO you could port the missing files over. In JA it's just a blue/purple blob, nothing like JO.