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minilogoguy18

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Everything posted by minilogoguy18

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. JA has no physics, the string would be static, like the american flag on the moon.
  10. 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.
  11. 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,
  12. Changing the animation also wont make the stance behave the way they're meant to, both desaan and tavion stances are meant to be chained indefinitely, have a high defence and offense, changing the animations so that medium and fast use them wont carry over those atributes, just the animations.
  13. 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.
  14. 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.
  15. 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.
  16. Probably has to do with the scale of the model, I'm guessing it's close to JA's scale which is very large. I usually keep models the size of the base characters in XSI then repose/scale them to the skeleton after everything is finished.
  17. While it's a lot more detailed than the base tie the port in the back is innacurate.
  18. You should remake the hands, just import some JA ones and model over them to get the pose perfect, that's what I do.
  19. Still need to fix the hands, arms also seem too short.
  20. Joe Dirt has got to be one of the greatest movies of all time

    1. Szico VII

      Szico VII

      youtube close but no cigar by weird al.

  21. It's probably less work to enhance the visuals of a working engine rather than remaking it on something else, notice how none of those projects have ever succeeded?
  22. cramming UV islands for the most efficient texture space

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