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minilogoguy18

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Posts posted by minilogoguy18

  1. Dude, it has gotten so much better. The texture looks amazing. For a gun I would definitely go the Sub-D route over sculpting, so much faster and easier to do hard surface stuff. Especially when we can just poly model it and up the divisions using the num pad +/- keys. I'd save ZBrush for organic stuff like characters.

    JAWSFreelao and Corto like this
  2. The saber style part is a bit tough, not only will you need to do some coding to add it you'll also have to animate all the individual moves.

     

    You'll need all of these...

     

    1 Idle anim

     

    7 swing anims

     

    7 swing to ready anims

     

    7 swing starting anims

     

    21 transitional anims

     

    You can use Softimage, 3DS Max or Blender to add player animations. Although, I don't think there is any documentation on how to do it with Blender and Softimage is the only one with a downloadable biped rig adhering to the guidelines of the game which was made by yours truly. If someone has a setup for 3DS Max they should probably share it, I'll be remaking mine in Softimage 2015 soon but for now it's only in the free version of Mod Tool.

     

    The coding part, someone might be able to step in and answer those questions, I just figured I could answer the art side of it.

  3. Modern art is doable with a modern pipeline, GL2 still has some things that need to be worked out, I know it's been kept on the DL but a full PBR pipeline is already here, just a little more time is needed before it's ready to be shared with other mods.

     

    With what we've got so far in DF2 using the GL2 renderer it's definitely WAY easier to just stick to this engine with a revised renderer than go to a different engine. Some of us here have tried that and that route is more work, much more. From trying to mimic the games feel to the massive amount of animating which DT and I are like the only animators around here, to all the art. Moving to another engine is a massive amount of work.

  4. Would have to see a complete hierarchy of the model to be sure. JO models only work to an extent since they do not have the proper name for the tag that controls the left hand for dual sabers but the right hand should work and both should be visible no matter what. The saber for things like the dual saber kata wont work cause the left saber wont leave the hand.

  5. Q1s2gUX.png

    More work on this, I stopped for a min to help @@Archangel35757 with a plugin for MD3 support, each time I do a swing I also take care of the transition from and back to the idle stance so it knocks out 3 sequences at once. I feel like right now I'm going to get some decent but probably not perfect sequences down at first and tweaking will come after I see how they play in game. The transitions between swings should be easy even though there are more of those than anything since I can just take the start and end of each sequence, interpolate a few frames between and make some adjustments, they should be quick to make.

     

    Right now 3 more sequences are about to be added to the mixer>animations>sources list. Should be able to get 3 more a day at this rate.

    Psyk0Sith likes this
  6. I used to play the seige destroyer map all the time and added many vehicles to the game. What I'd like to see is less like atmospheric flight and more like actual space like XWA/SWG. The other things that could use fixing are the vehicle turrets since it seemed like something that was attempted but probably not completed in time of release of the game. I'd ditch the side to side "juking" for rolling that does not auto center but maybe a auto center feature that can be turned on if desired.

     

    Bigger maps would be nicer since a small fleet of star destroyers that are to scale would not fit in 1 map.

    Asgarath83 likes this
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