Jump to content

minilogoguy18

Members
  • Posts

    2,468
  • Joined

  • Last visited

Everything posted by minilogoguy18

  1. Seems you didn't use a mirrored clone for half the model, its not symmetrical, on a model that is just for show that's ok but for a game you don't want a partial facial expression (or at least look that way) because you didn't make the face symmetrical.
  2. Lips are still too pouty, ear shape is off and neck needs to be properly modeled and not just extruded out from the bottom of the head.
  3. Yeah, I guess they don't always realize that they have better chances of requests being picked up if they are interesting and actually feasible.
  4. Yeah, there's a modding assistance forum, this would go there, a moderator may move it. I'm no mapper but it should be doable, the 2 games are nearly identical in terms of the core engine.
  5. Maybe now we'll see some new content from a JA veteran @@Psyk0Sith? =p
  6. Then why the black background? Choose a more neutral color and still, more angles.
  7. You aren't showing enough angles to give crits. Please, PLEASE QUIT RENDERING to show pics, the mental ray default setting WILL NOT show the same result as the games renderer, just turn the headlight on in the viewport and do a simple print screen from multiple angles. Looks like some loops around the eyes can be removed, the upper lip could use a loop and the corners of the mouth are werid looking.
  8. Widescreen works in MP, you just cannot use the menu to start a solo game, you can connect to servers without crashing and still play multiPLAYER, who the F plays with BOTs?
  9. That would look terrible when he is swinging the lightsaber. People come up with some odd requests around here.
  10. You can't just swap tags and he'll be left handed, you'd have to make a set of left handed animations and change the game code so that only Kyle is left handed. If you edited only the tags and animations then all of the games characters would be left handed when using a pistol, the bryar isn't unique in which animations it uses, imp officers and anyone else who uses the basic pistol will also be using the left handed animations.
  11. Could you maybe include the locations in the pk3 under each one? It's really helpful for placing objects in lugormod.
  12. Yes, it would be very useful if you made another here Szico.
  13. We need a official jkhub version of this, it should also have the extension under each picture like models/map_objects/ect/ect I knew of one but the site is gone, VERY helpful for lugormod and I'd imagine makermod as well.
  14. Yes, very easily actually since it's a shadow rig, the bones in the rig aren't exported, there are 2 skeletons in that scene file. It's just a matter of importing a null JO skeleton and pose constraining it to the rig's bones.
  15. ^Will never happen, no one needs their hand held that badly, no matter what they say.
  16. Dragon saves as .gla, only way I know of is if you use Blender to cross over to Softimage, would be better if someone made a .gla decompiler that way other more popular formats can be used and the animations could go backwards to any program. Rig has a dummy Kyle model already set up, he doesn't get exported of course, if you want to put another model to the rig feel free but I don't see why you'd bother.
  17. You can always optimize after the head is complete (i say complete as in all the geometry down to the neck is finished), you can either remove loops or collapse parallel loops. Just try to plan out your loops before you model, keeping some "main" ones specifically for following the most predominant details of the face, cheek bones, brow, chin, jaw, ect. You're doing good so far, don't rush it.
  18. If you can do it in radiant I don't know why you don't try modeling, 3d programs are like 100000000000000000000000000000000000x better in terms of 3d geometry editing (brushes, polygons, same difference).
  19. All I can say is those images will be good for starting but once the head is modeled out you'll have to stray away from it since the angles aren't perfect. You'll end up with another odd looking face.
  20. Dunno why people are going to other engines when they could just take the source to this engine and enhance to thier liking to bring it more up to date, at least then you wont have to recreate the unique and very dynamic saber combat system on another engine.
  21. Read through some of the thread, a future goal is to make JK2 and JA run on 1 engine so they'll be equal in functionality.
  22. ^Definitely wrong, I've seen the mesh myself, it's not a port. You may need your eyes checked if you think so, while it's a decent model he could actually fix up a few spots on his model, he didn't even use the base JA stormtrooper as a starting point, it's all from scratch. I'll vouch for him, it's not a port. Some advice now on the head, while orthos are all and good especially to start things off I think one thing you may not be doing which Lee (Almighty_gir) gave me invaluable advice on, model in the 3d view just as much if not more than the 2d, it will really help keep the face from looking so flat.
  23. Raven can shut that down since it looks like they're reusing a lot of textures. @ChalklYne, Ultimapper is your friend but xNormal is also a good stand alone render to texture generator, nice because if you have a super high poly model you don't have to worry about viewport lag while clicking on all your render settings since it has no interactive viewport. Just select the high res, low res, pick the settings you want and it spits out a texture. More info can be found on polycount.com.
  24. @@ChalklYne, it was an annoying model to make because of lack of reference for the turret, I may just import the SWBF2 model as well as the model Hatrus put out just to get things moving even though I feel like I'm ripping it off doing it that way but at this point with the lack of reference I have no motivation.
×
×
  • Create New...