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Everything posted by minilogoguy18
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^For a simple stormtrooper the mirrored helmet doesn't matter, you'd have to go apeshit with scratches and dents to notice. Also since the stormies aren't colored like the clones it kinda doesn't matter there either. I honestly think that haps stormtropper is more than good enough to be used, the detail is about as good as it gets to be both good looking and not too high poly for JA. I'm also probably one of the pickiest people in JA and only want THE best of the best in my base folder which keeps it pretty empty compared to most people and haps stormtrooper has never left my base folder since the day it was released.
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I actually used simple tools to do it, just selecting rig components, snapping them in certain poses at certain points in the animation and keying the rig. There's probably a faster way but since I wasn't too sure about how well a null skeleton to rig transfer would work I did this instead.
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My recommnedation would be to import the animation then say use my rig over top of it to recreate it, you'll have a much better end result and WAY more control that way.
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I don't get why no one does LOD's, I did some recently and it really doesn't take that long to do. Polygon reduction in Softimage doesn't ruin the envelope so all you do is copy, reduce and freeze modeling to remove the poly reduction operator and that's it. Of course some tweaking of the operator is needed but it's pretty quick using the sliders.
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Why have a blade? You can use some properties that are used for melee weapons to make it a solid object without a blade.
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The thing is too now that you'll have to remember is that you'll only get simple bones, you do some fancy snapping work to transfer the animation to the rig which I've done with a base animation otherwise you'll be animating by the bone once in the software. You can really make JA animations in Softimage, 3ds max or blender, Softimage and 3ds max though are the only ones with bipeds to make the animation process easier. JA animations in a professional program is nothing new @@tinny, been possible for as long as the game has been out.
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I can deel with non-live action as long as the CGI is the realistic type since I want something that say the series premier starts out with the rebel fleet retaking Coruscant and lets face it, the original trilogy cast is WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY too old to relive thier roles.
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McQuarrie Darth Vader skin/model request
minilogoguy18 replied to Major_Tom's topic in Mod Requests & Suggestions
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OK, gotta bump this, really considering hosting, hopefully some people with actual experience with some of the companies can add some info since the hosts mentioned in this thread either don't exist or aren't offering JA servers anymore.
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JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
I wonder why this is, the nonhumanoid models such as the wampa or rancor import without problems. I wonder if the duplicates are coming from the LOD's. -
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
The function not supported issue is resolved by manually triangulating a model and selecting "polygons" in the exporter dialogue, don't know why the triangulate function is capped on the dotXSI exporter in Mod Tool. -
If you're using this model as a high poly source for baking AO and cavity maps then it doesn't need UV's. Copy the model and delete all the extra detail and apply the ultimapper property to the lowrez model and choose the higrez as the source. That or you can use xNormal which I've had some good results with and seems to be very popular in the polycount community.
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The sphere looks squashed vertically. I don't know if I would have greebled so much on the wings, there's probably more polygons there than the rest of the model.
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JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Not sure, if anything it's probably the files themselves, the player models stop after the pelvis bone and as for the root.xsi I believe it's the same issue but it's been a long time since I tried. -
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
It's not just Mod Tool but the normal version of Softimage the root.xsi file as well as the player models don't import properly, not sure why. The header shows them being exported from Softimage|XSI 2.x but it's like as if the files were tampered with for some reason, I wish Mike Gummelt would come back in and lmk why they fail to import. I know when Archangel imported the player models into 3ds max they imported but with odd errors like the skeleton being duplicated a few times. -
I'm currently making multiple replacement models, a lot of the base models are inaccurate, the tie, at-st and lambda being some of the most.
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Mod Request: A'Sharad Hett Lightsaber
minilogoguy18 replied to LordDesann's topic in Mod Requests & Suggestions
JA has no physics, the string would be static, like the american flag on the moon. -
I'd start with a blueprint, the official one of course, just to get the rough shape blocked out, then go to other OFFICIAL reference sources for the small details. I wouldn't use in game shots of that tie, a tie is a tie, it's not a special TFU version, the base JA one is just inaccurate that's all.
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JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
You'll have to learn some of the basics S+ mouse buttons will navigate the view (look at the bottom right of the program window, you'll notice tips on lmb, mmb and rmb and what they do when a tool is active) X= scale C= rotate V= translate The best advice I can give though is to set it to the default Softimage layout, Mod View has it's own layout and it sucks IMO, they made it to make it easier for first timers but it's easier to follow the vast amount of Softimage tutorials in the standard layout since there aren't many Mod Tool specific tutorials mainly since it really isn't any different than the full version. You can do this by going on the top menu View>Layouts>Default. The Raven models are in dotXSI 3.5 format which is an ASCII format based on Softimage scenes, the code is pretty much open which is how @@Archangel35757 is able to code it for 3ds Max. You can either do File>Import>dotXSI or just simply drag and drop them into the viewport. Not sure why you'd want to look at the base animations, they will not have a character enveloped to them so they'll mainly be a bunch of nulls moving around but once you learn some things you can use them as reference and retarget the animations to the rig, I did that for the staff run in the tutorial video to have a starting point. Best advice I can give without typing up the longest post on jkhub would be to start here, -
Yeah Milkshape is probably the easiest option since there are loads of tutorials all over the net and the process of import/export is much more straight forward than blender.
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Google it, loads of info.
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What kind of objects? Map objects I assume? Milkshape 3d Gmax (free) 3ds Max Blender (free) Softimage Mod Tool (free) I listed them in the order I did based on how much info and tutorials is out there, milkshape probably having the most info on the subject since it was a 3d program aimed specifically at the q3 engine, making map objects in JK2, JA, Q3, Q3A and SoF2 is practically the same in all games.
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Yeah sometimes it's hard to really see the face without the rest of the head, finish up with the head then we'll take a look see. I have a head of this guy too funny enough, I think I even posted a pic of it a few pages back.