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minilogoguy18

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Everything posted by minilogoguy18

  1. Host the model and post a link to it in this thread and maybe I can tell you what's wrong with it or if it's something caused by being put through multiple formats which can happen.
  2. The main thing I'm getting at too other than the fact of the aging difference is the hair, in ESB mainly during the time of being at Bespin his hair was somewhat longer, blown back, slightly messy and closer to being parted in the center. Where as in RotJ it is parted down the side, styled to look more neat, mature and shorter. On a side note, this pic is funny...
  3. So polygons are essentially being flipped? In Softimage try to keep the option of backface culling on in the display settings which can help avoid you drawing polygons with the vertex's in the wrong order. A transform issue will only cause all polygons to be flipped or the backfaces facing out, which of course games do not render backfaces unless told to via shaders in the instance of JA. You can see this by giving your model negative scaling values. My best advice would be to keep backface culling enabled and if you draw a polygon oddly causing it to not face out with all the others around it you can easily spot it, select it and use the tool "invert polygons" in the model>modify>polymesh menu. Freezing the objects construction history and transforms will not fix polygons that are individually inverted.
  4. This thread is already containing a good amount of win.
  5. IMO the toshi head doesn't work that great since it's based on his image from RotJ where Mark Hamill has noticeably aged since ESB.
  6. I'd imagine either @@Fighter or @@therfiles.
  7. Link works for me, here is a more direct one since ModDB just redirects you here... http://www.gamefront.com/files/files/13645065/setup_XSIDEMO_Mod_Tool_7_5_203_win32.exe
  8. http://www.moddb.com/downloads/autodesk-softimage-mod-tool-75 They recently redid the site and for some reason there is no section for Mod Tool, perhaps they'll rehost. It's also possible that a new version may be coming, someone in Autodesk mentioned that they thought it was a good idea to update the software since version 7.5 is kinda old now but still one of the most capable free softwares especially considering you get ICE.
  9. Lugormod and Makermod allow you to "build" the maps, you can place entities in real time using the console, along with textures, shaders, spawners, skybox's and weather to name a few. Pretty much everything that isn't a brush can be changed.
  10. Either the gun or the model could use some adjustment to get it positioned a little better.
  11. Don't see how, minecraft is probably one of the most poorly engineered games in all of time considering it's retardedly basic design yet it runs like total ass. It definitely wouldn't be any better on this engine. Lugormod>Makermod>Minecraft.
  12. ^This, I've modded games that would use a very low resolution collision mesh for every model, unless the model was very basic like a cube shaped crate it was best to make a collision mesh to reduce performance loss. The other upside to collision geometry other than for physics is a better hit system, bounding box's FTL.
  13. It's more of a personal preference, IMO Softimage has an easy interface simply because of the fact it doesn't use icons for tools, just plain simple english text. Developers used a mix of 3DS Max 5 and Softimage|XSI 2.x btw. There are also some who use Blender even. Right now Softimage probably has the most resources, all the games source models and animations, a biped rig and multiple skeleton files.
  14. I was thinking about this, since LA is no more couldn't you just use the old live action cut-scenes from the old game? They might not be the greatest quality but I always liked the live action cut-scenes in that game.
  15. It was bad enough with the clone wars series but now this club penguin crap.
  16. I thought they he was trying to get the MD3 solution figured out?
  17. ^A good coder should be able to overcome the problems during conversion. I wish we did have the carcass code, looking at the differences in 2 files that I exported, one being dotXSI 3.x and the other being Crosswalk (dotXSI 6.0) and the only difference I could find just by skimming through was the file version in the header. Making a new version of carcass that could accept dotXSI 5.x and 6.x would be the best since those file types transfer almost flawlessly other than IK but that's why I build shadow rigs now where the stuff that the mesh is weighed to is a simple null skeleton.
  18. Yeah the one in your sig was the best by far, only needed very slight adjustment, mostly the ears that are very anatomically incorrect.
  19. Well if the head is off limits... Looks down at your feet wearing shoes and tell me if they come to a point that is dead in the center.
  20. Increase screen resolution, other than that there really isn't a better way unless code is changed to write screenshots in the PNG format. Your screen resolution seems low, mine isn't even big but at 1600*900 I can fit yours on screen with almost enough room to tile 4.
  21. Workflow (my best guess) would be, import JA base animations, weigh simple model to skeleton, make cloth pieces, add cloth properties (in Softimage it's under Simulate) then plot the animation to the vertex's. I see that you mentioned bones DT, doubt Psyk0 used bones and it's going to be because to have a decent result you'd need like a grid of 20+ nulls where as applying a cloth physics modifier directly to the vertex is much faster and easier.
  22. I think it's a safe bet that Anyone who isn't using Softimage is going to want it, even Softimage people will want it if you can do GLM->FBX while bringing tags, bones and weights back.
  23. Huge interest, it's actually very similar to the dotXSI format which had an SDK out forever but since the 3 programs by Autodesk were in competition back in the day they didn't have good support for the format. I didn't think of this option, thought that if the carcass code was released it could probably just be modified to include the newer dotXSI formats that crosswalk uses(5.x/6.x). The best part would be letting Maya users join the community and having a way to bring models back into all software's with envelope data. Softimage Mod Tool users should still stick to dotXSI for export since I believe UV info isn't preserved.
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