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minilogoguy18

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Everything posted by minilogoguy18

  1. You need to look at some blueprints for the lambda shuttle, yours is off a bit.
  2. I doubt anyone will take this up, you're pretty much on your own and it's not worth my time to make a tutorial on how to port.
  3. From what users have told me 3ds max has only gotten more unstable as versions have come along, you could say, "well I'll just use an older version" but they're getting hard to come by and you cannot buy a license to them anymore. You are also missing out on tools, if you compare 3ds max 8 to Mod Tool 7.5, Mod Tool can do way more. I think when Max 8 was new Softimage|XSI was at version 5.
  4. I think it should be less "geometry clump" and more alpha planes, like the pic I posted of him from ESB holding the lightsaber.
  5. Eh, I used to use 3ds max, it's terrible when it comes to performance, it just can't handle high poly scenes well. The interface may be more attractive to some but I think it's just the pretty colors and shapes, I don't like icons that I have to hover a mouse over to know what they do, plain english text is much easier. These days a software that can handle models that are in the 1 million range with a good render to spit out AO, normal and cavity maps is a must and the free Mod Tool version can do that. I use Softimage 2013 which I have a full license to but for everything JA I use Mod Tool since I can share stuff with others who are using it, I'll never go back to 3ds max.
  6. The model you're trying to load is a model that was compiled with the JK2 skeleton, it has 72 bones. The only way you can view it is if you put the JK2 _humanoid.gla in the /models/players/_humanoid/ folder.
  7. The model I posted should export without error, although you'll probably have to redo the UV map since it was edited a little too heavily to not ruin the map. You could also use this to get your models to MD3 without using Milkshape. http://jkhub.org/files/file/1648-ase-to-md3-or-glm-file-converter/
  8. How does this mod vary from Mug's base customization?
  9. So you don't see those intersecting edges that do not add any volume? Or that edgeloop going around the outside of those squareish shapes that run in parallel with the boundary (lt blue) edges? I posted a link to the OBJ, trust me, if you look at them both in the same scene you WILL see a huge difference. Make sure you have the scene stats turned on for selected and unselected objects to see the difference in polycounts. Currently it sits at a mere 142 vertex's and 212 triangles without any loss of volume or detail. Previous numbers were 225 vertex's and 365 triangles.
  10. I can see why things are getting messed up, the model is a total mess. There are literally tons of edges, polygons and vertex's that are not contributing to the overall shape and volume of the model. https://www.dropbox.com/s/8h5d1ssw8xa81f1/ext_corridor.obj Import that, compare it with yours and notice the differences as well as the lower polygon count without loss of detail. Your topology was to blame for the errors.
  11. 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.
  12. 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...
  13. 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.
  14. This thread is already containing a good amount of win.
  15. 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.
  16. I'd imagine either @@Fighter or @@therfiles.
  17. 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
  18. 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.
  19. 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.
  20. Either the gun or the model could use some adjustment to get it positioned a little better.
  21. 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.
  22. ^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.
  23. 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.
  24. 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.
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