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Posts posted by minilogoguy18
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Max 5 is insanely old, Mod Tool 7.5 is leaps and bounds ahead, even v6 would be considered ahead since XSI was at like version 3.x when Max 5 was new.
I looked into blender recently since if I stepped away from Softimage I'd probably get away from Autodesk altogether but the rigging and animation tools are still not as good as even the old stripped down Mod Tool 7.5.
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IMO the files seem to be purposefully sabotaged as far as the root files go. As for the envelopes, it really doesn't take long to envelope a model and transferring envelopes over between one model and another only really works when the models are very similar in proportion.
@@Asgarath83 You're not stuck using any skeleton for a mod. Multiplayer only requires that all players use identical animations to improve online performance. For anything else you're free to use whatever skeleton you can make. You have a lot more freedom than you think.
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What do you mean you couldn't find the correct humanoid skeleton?
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Yes, for someone with the proper knowledge it would not be hard at all.
I would just import the animation and since it'll just be simple bone objects just snap the rig I made in Softimage to the bones in the SWG skeleton to "shadow" it then hit export. It would be even easier if there was some sort of biped rig for SWG then the motion could be transferred in just a few clicks but transferring motion between bones and IK controllers isn't always perfect which is why I'd choose the snapping method. A tad more time but still fairly easy.
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Sounds like an ass load of work. You'd have to somehow give it the same properties as a saber to where it deflected blaster bolts but also a LOT of new animations and coding so that it could be paired with a gun.
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Smoo, Delmi and TheWhitePhoenix like this
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Chiseling away at these swings, temporarily a lot of the swings will work played in reverse as their opposing swing but that'll just be for initial game testing. Also need to take more time to figure out if there are more movements needed than the initial list that was given to me by @@DT85, I guess we'll know when the character starts floating around in the root pose from missing a sequence.The shoulder pads and sashes will eventually have bones that I'll try to do some stuff similar to the cloth sim experiments done back in the day unless we get some better physics going.
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Not really the dark ages, just made with the assumption that there wasn't free software that could do a better job. Softimage EXP (later named Mod Tool) was around at the time that Dragon was made and largely used. So many people used Max that they didn't realize that the free version of Softimage|XSI could do a far better job in a fraction of the time.
You could also get way better movements out of the face, since it's a cut scene you aren't limited to "player" models, you could take the existing models, subdivide the meshes and add more facial bones to get much better movements. There is a separate skeleton they used for this reason that had a lot more facial bones for JK2.
therfiles likes this -
OMG, you're using Dragon?! That's like rubbing sticks and stones together to make fire when someone is handing you a zippo lighter and a can of gas. There is no reason to use Dragon, it's a total waste of time, delete it and use a real animation software.
If you're using a actual animation software with more tools though you're not doing much better if you're still doing FK animation.
I don't know if anyone has a good Blender solution but for 3DS Max and Softimage you can attach pre made bipeds to make animating much faster or build something custom like I did which will give you way more control and be "JK specific".
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Only kitbashes. It's too hard to me to create something zero-based.
There's only 1 way to learn...
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We could also just hold out until we have a 1 level demo and follow that up with some tutorials but realistically PBR is nothing new that you can't already find a tut for. The only real thing that is new is the MTR shaders. We could briefly go over PBR but I wouldn't go super in depth as info on it can be had all over youtube.
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It's hard to say if we'll attract people from this community by doing this, a lot of people here would need a serious crash course in PBR, many probably think the render engine alone will increase the games graphics when it of course wont.
I always thought that once we have a little more content we could branch out to other places like ModDB or something like that, just to show off. @@Circa was supposed to be gathering things to show off. Even our own actual site could even help but a place like ModDB would be a good site just because of the amount of traffic. Based on some googling website traffic that site gets 7.5 times the traffic as JKHub and that's being a tad bit conservative.
I mean I am right in thinking that you'd like to attract more overall attention to the mod, not just in general but also potential developers?
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We really need a model viewer that has some sort of realtime shaders with a light that can be moved around.
Scerendo and Archangel35757 like this -
The WORST thing they ever did was give the battle droids personalities. Making them mindless and autonomous made them more deadly and fearful in the eyes of the enemy.
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Looks good but it still has that static JA water behavior. Any way to get it to move and react more to the player? Or is that something related more to physics rather than rendering?
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If a mesh is large enough it can be sub divided to go around the 1k limit, you can have up to 32 meshes making up 1 model. Still though, the general goal is squeeze out as much detail from as little as possible, I'm sure we can also go over the models and optimize the low poly mesh.
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I already gave you the relative paths that all the games original assets use...
C:\base\ or whatever HDD you want to use but the base folder should be on the root of the HDD.
I know that the game may be installed in C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData and radiant may try to install everything in that destination but it's WAY easier to use the root location. Some of the games tools only work when using the root of the drive, for example Assimilate and carcass.exe for compiling animated GLM/GLA models.
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It could be so many things, you're using a model that was made to be used with a certain class and you're changing it.
Why in the world do you want the remote to use the class_reborn?
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Post a link to it, I couldn't find it in the downloads.
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I tried to think of it as if they had to be functional as weapons so the Katarn hilt was always the best choice due to it's simplicity and the length of the hilt. Desann's hilt was unique and very fitting to his character but as far as a JA hilt goes firebrand seems to be the most functional if it really had to be used in a fight and not just for looks.
All of the JA specific hilts are too short to be used with 2 hands it seems. I always liked that the Katarn hilt looked as if it could be held with 2 hands with some additional length making it more a fighters hilt rather than doubling as a decorative piece.
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Well there is a tutorial for this that is old but it's written for 3DS Max 5. If you had good knowledge of whatever other software you might want to use you could at least translate it over and use it as a guide but without the knowledge needed you might have a hard time.
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You won't be able to make it playable without having a GLA file so you'll need some sort of modeling software to do that. You'll also need to be able to add tags for the exhaust and weapons.
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I mean it works for testing and seeing texture detail in game but definitely needs to be darker.
Is It Possible To Convert The Swg Animations To Ja?
in Mod Requests & Suggestions
Posted
Because the GLM doesn't have the bone info, the GLA is where it is stored. Blender is able to import and export meshes the way it does is because it reads both of those files so that the model comes through with bones and weights.