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minilogoguy18

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Everything posted by minilogoguy18

  1. You can edit the file to include better screens as they are very dark. I wouldn't add the face mask like the reborn_new, it would make them look too similar in a way, they're better without it, I like both your reborn skins btw.
  2. Yeah, I rigged that one up for him, it's a VERY good model, even if there was a perfectly rigged port I'd still rather use his because the detail is greater.
  3. Don't wait on a JA modeling tutorial becuase your human life span will expire before it happens, instead you do this. 1: Learn the software of choice (Softimage/3DS Max/Blender/maybe even Maya if it can export to dotXSI 3.5, older versions could) 2: Learn to model in that software 3: Learn how to take your model and put it in game which a lot of people here can help with There are thousands of tutorials out there, there is no such thing as modeling specifically for 1 game, modeling is modeling, first you learn it then you learn how to make the models work in game. Google and Youtube will get you started, also make an account at polycount.com, tons of info there as well as professional game artists to offer advice.
  4. ^I actually left the SWBF2 modding community because of that, I think everyone was told too much by their mommies that they were angels that were perfect.
  5. The other model is a port, not sure if it's still up for download since porting nearly got the community shut down years back over legal issues at filefront (now gamefront) and I wouldn't want all that mess happening here, best to make your own model. More fulfilling and you'll learn way more, each model you make will only be better than the last.
  6. It doesn't work, like for my AT-RT I want it set as a walker mainly for the way it behaves as an npc and if I make it as a mount (tauntaun) the character tries to swing a saber when firing the main cannon. If I set it as a walker class it shows no rider, I think there is also a command for that as well, to show the driver, not sure what it's called though. I can send over the pk3, just ignore the placeholder textures and the fact that the run animation is just a sped up walk animation since I lost motivation because of it not working properly.
  7. @@Corto since you're texturing something of mine I'll rig the model.
  8. It didn't match because of 3ds max's whack ass coordinate system. Softimage has GEAR and preset rigs, you just get way more control out of making your own, plus I like doing the tech stuff. There are also tons of controls mainly facial and hand you cannot get out of a preset biped.
  9. I'd hate to be that guy to request something but is there a chance you guys will fix the broken riderAnim line for walker type vehicles? It's the main thing keeping me from wanting to finish my AT-RT since the swoop or tauntaun rider animations don't fit and I wouldn't want to overwrite them in turn breaking something else just to make this vehicle work.
  10. Why not just make it easy and use the biped as a shadow rig just like Keshire's JA rig and it's also how I did my Softimage rig, soooooooooooo much easier and more control since you can arrange the bones that are going in game any way you want and the hierarchy doesn't have to match. Also, how much of this rig have you made? Preset rigs never work out exactly how you want them to, I prefer making everything myself.
  11. ^Maybe @@Corto will help out with that small part, he made the commando.
  12. Yeah, play online and you will see how well balanced JA's powers are and making them more like TFU would be way overkill. Thats the problem with modders, they don't really PLAY the game, SP doesn't count since the NPC's aren't half as challenging as even a intermediate player.
  13. Well both models are animated but not in OBJ of course. I was just saying for the Aurek I didn't know if you wanted it in a format that would save the animations since it has landing gear and such that you wont see all the surfaces of. UV's aren't bad, the Aurek is a few years old and the sith fighter is like from 2006. =p
  14. Mailed Inyri the 2 models.
  15. ^You guys may not want to be seen with me in public again after saying this but I never knew you could have a staff in JK2... O_O
  16. Nice to see all this, I feel like there are a huge chunk of registered people that do not post at all, like they're shy or they just want to download files.
  17. The sith fighter is old, only works in SWBF2 and could really use a texture remake. The Aurek has no UV's at all so is pretty far from done, find someone who is willing to complete them and I'll probably hand them out. I was trying to make a Battle over Telos map for SWBF2 but without a mapper and texture artist to take some of the work load I gave up and shortly after I stopped modding SWBF2.
  18. ^If you mean these files being downloadable then no, Raven gave these files to modders years ago and were originally released on jk3files.com but I felt they should be here too so I resubmitted. Besides, the JO/JA games are open source now.
  19. ^It outputs the same because all Raven assets were exported from Softimage|XSI 2.x. There is absolutely no difference in how Mod Tool handles dotXSI files than any other version of Softimage other than the triangulate function being capped, just triangulate models before export so that you don't have errors.
  20. ^There can be a serious lack of quality control with many models, it's like no one takes the time to do even some basic checks before release. We tested Inyri's Geth for weeks before it was even released.
  21. Back in the day it was the shit, none could stand against it's might. Now, it's dead, I can't even go on the forums there without popup blocker messages . They totally sold out.
  22. JA's controls are far too complex for a tablet, especially the saber system. KotOR2>KotOR btw *puts on flame suit*
  23. ^I don't have it installed anymore, was pointless, couldn't find any reason to keep it since Archangel took the time to help me find a way to get md3 models from Softimage. We shouldn't clutter his thread anymore though, it's here for people who prefer 3ds Max and want to use it for JA, just because Blender has a exporter doesn't mean it's the end all be all program to use.
  24. ^It only has a following because it is free and open source, it's not like it can do anything any other program cannot and it's interface is just terrible. Oh and they way the viewport renders 3d geometry is just weird, like there's no depth. If they started charging money for it I bet no one would buy it.
  25. The fixed limit atm is 1000 vertex's PER OBJECT, NOT ENTIRE MODEL, then it's limited to 32 OBJECTS PER MODEL so max is 32000 vertex's total. You can push close to that limit if you want but no matter how good your PC is the game engine will suffer performance loss.
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