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minilogoguy18

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Everything posted by minilogoguy18

  1. 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.
  2. 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.
  3. 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.
  4. ^Maybe @@Corto will help out with that small part, he made the commando.
  5. 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.
  6. 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
  7. ^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
  8. 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.
  9. 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.
  10. ^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.
  11. ^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.
  12. ^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.
  13. 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.
  14. JA's controls are far too complex for a tablet, especially the saber system. KotOR2>KotOR btw *puts on flame suit*
  15. Putting a much more up to date ABS/TCS system into an old 1993, wish me luck.

  16. ^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.
  17. ^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.
  18. 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.
  19. Here we go again... At least JA's gameplay is better.
  20. The reason why I tell you to use textured decal because that mode shows the textures EXACTLY how they'll look in game without shaders. I made the SAME mistake as you when I first used Softimage and I'll tell you that if you keep it in the regular textured and paint based on how it looks in there when you go to load up your model in modview to test everything will look super bright and washed out. I'm sure if you ask Corto he'll tell you the same thing, keep it in textured decal unless you make custom Softimage shaders that mimics the shader you use in JA in which case you'd view it in openGL or DX9 view.
  21. You should use a more neutral background color for your screen shots, black hides too much.
  22. Best you can do is set everything to the highest in the menu then if you want widescreen just google jedi academy widescreen and there's tons of info on it. Other than that you can do r_dynamicglow 3 cg_shadows 2 Those 2 will make lighting better than what the menu allows.
  23. UV mapping is easy but very boring

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