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lervish

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Posts posted by lervish

  1. Well done with the gun so far! What strikes me at first glance is the contrast - it's very much just black and white. Perhaps not all wear and tear need to be that visibly fully scratched? Some of it could be more faint, like barely noticeable rust or dust or color variation. Also I think the forms need to be exaggerated more to the diffuse texture with shadows, occlusion and highlights, it's all a bit flat at the moment (too albedoy).

  2. Is it even possible to use noclip in MB2?

    Hey! Sure it is, you just have to start your own local game with cheats on. This is done by /devmap <mapname> in console while in main menu, for example /devmap mb2_dotf. Then you will most likely get a whining message about your gametype being wrong. This happens if your gametype is not set to Siege, since that's what MB2 is built on. In that case, just type /g_gametype 7 in main menu first and then /devmap <mapname> and you're good to go!

    NAB622 likes this
  3. Good tutorials that I've discovered lately:

    Game Character Creation Series - Kila http://cgi.tutsplus.com/series/game-character-creation-series-kila--cg-31010

    Create A Game Ready Fire Extinguisher http://cgi.tutsplus.com/series/create-a-game-ready-fire-extinguisher--cms-596

     

    Figured I'd also share some JA specific things which, in the end, were the ones that got me into 3D modelling. I'm not quite familiar with the more up-to-date workflows of modding JA, I hear Blender has some better plugins than the old ones for Max, so the stuff I'm linking might be a bit oldskool.

     

    While I agree with others that first learning how to do 3D models and UVs and textures in general is important, paradoxically for myself it was pretty much instantly about getting my models ingame. Interactive graphics have always inspired me way more than just fancy renders. Although I first learned 3ds max through some tutorials aiming for photorealistic renders, I quickly learned how to adapt those modelling skills I had learned previously for games (read: Jedi Academy) through the following tutorials:

     

    http://jkhub.org/tutorials/article/189-duncans-vehicle-tutorial/ Personally I started with modelling vehicles and bringing them to JA. Thankfully the original tutorial by Duncan_10158 was preserved here on JKHub by AshuraDX.

     

    http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp Then I got curious about character modelling. This tutorial shows a basic character modelling workflow which is still quite important (and which I still prefer lol) despite all the modern sh*t like sculpting. Should know the ways of good topology and edge flow before trying anything too fancy.

     

    http://psyko3d.50webs.com/tutorials/spacemonkey/jk2.htm and http://psyko3d.50webs.com/tutorials/jk2_guide.htm from our very own Psyk0's website - these tutorials taught me how to actually get the characters ingame, which is what REALLY got me into modding JA in the end. Also learned a lot about 3ds max.

     

    Basically I learned most of my initial 3ds max knowledge from these tutorials (and via trial and error). Nevertheless the whole satisfaction of doing 3D art for me came from getting my stuff ingame and actually seeing it in action, not just as a render.

  4. There's a good reason why the MB2 dev team has preferred not to share its source code publicly. It's because of the mod's gameplay that makes it very vulnerable to cheating (wallhacks, aimbots), and we have had our fair cheaters during the years. If the code was public, developing cheats would most likely be much easier.

     

    If it was possible to make jaMME compatible with MB2 from within the MB2 dev team like you mentioned I'm sure it wouldn't be in vain. :) The features are a huge improvement over pugMOD which, despite its bugginess, has been quite popular among MB2 community's video editors.

  5. Bump for great justice. :) I'm a big fan of pugMOD and I wish this new version was compatible with MB2.

     

    If I'm correct, pugMOD's compatibility for MB2 had to be done via making a special build for MB2 itself after integrating pugMOD's code in MB2's code. Any chance of such collaboration happening again? :) There are multiple enthusiastic video makers in MB2 community (yours truly included, check my YouTube *cough*) who would very much appreciate jaMME's cool features. :winkthumb:

    Onysfx likes this
  6. You sure did a nice job! :winkthumb:

     

    This is so funny, reading this topic has been a nostalgy trip for me. I made a skiff back in 2005 but could never really finish it with my limited skillset back then. I remember looking at the exact same reference pictures as posted in the first post of this topic. I ended up ripping SWBF's textures because I couldn't use Photoshop at all, haha!

     

    These are the only pictures I got left, dated 28-Dec-2005. They've been sitting on my FTP for 9 years, geez! Notice the similarity to Ashura's first WIP screenies on the 1st page. Probably means I was on the right track at least. :D

    http://koti.mbnet.fi/moivaan/screen1.jpg

    http://koti.mbnet.fi/moivaan/screen2.jpg

    AshuraDX likes this
  7. This is a great project, I was inspired and started working on this:

     

    BkXFDoU.jpg

     

    Only touched the head so far, so ignore the rest. I doubled the original texture size and then added all sorts of detail. In the end scaling the finished textures back to their original sizes didn't really make them look any worse, so you might wanna keep in mind that going too high res isn't worth it in every case.

    Omicron, DT85, Bek and 7 others like this
  8. The plugin which works for 3ds Max 4/5 that was included in the modding tools does everything, but you can only run 3ds Max 5 on XP due to C-Dilla Licensing woes on Vista/7.

     

    There's a workaround to get Max 5 working on Win7, in case someone's interested they can send me a PM. :) Max 5 is really handy, it's the only version whose XSI exporter can export perfectly functional vehicles as well (at least in my experience).

  9. Wouldn't that be overkill lol? Anyways, I tried every tutorial I could find and still it doesn't want to work for me.

    Might be a bit performance heavy yes. :P Hm, the 3ds max plugin by Nvidia was borked at some point at least. I had to use Maya for the APEX process earlier. Could be different in the latest versions though.

  10. How bout sum APEX cloth physics for wookiee fur, DT85? :ph34r:

     

    Off topic but I think it's retarded that Movie Battles doesn't release models outside their mod, the model(s) author(s) would find that their work is more popular than they know. Seems like they do it just to get people to download their mod since a Star Wars themed Counter Strike Source isn't that appealing.

     

    They should release all models separate outside of the mod under the authors name.

    I tried to release something on JK3Files once but they didn't approve the file because of some tiny mistake in the readme, so I rebelled against their retardedly picky policy and didn't bother to reupload. :P Could probably release some of my stuff here on JKHub.

     

    And hey, Star Wars themed CS (actually I'd call MB2 a mix of CS and TF2) sounds very appealing! :D

    therfiles and MagSul like this
  11. Looking pretty sweet. :D Curious, how are you gonna make it use the rancor's animations? Weight it to the rancor .XSI Raven released?

     

    I once did something similar when I replaced the rancor model with a giant Jabba the Hutt. Was funny on MB2's Jabba's Palace map when the Jabba NPC was led to the rancor pit and his big brother ate him (looked pretty perverse). Back then I made custom animations though that mimicced the rancor's move/hit/grab/eat animations instead of using the existing ones.

  12. Nice work! To me it looks as if Shepard's cheek bones aren't quite as pushed forward, though. Or it could be the err "slopes" under the cheekbones that are too deep in your model. His nose is also a bit too wide I think. This stuff won't be that noticeable if you nail the texture though, which I'm sure you will. :)

  13. The importer/exporter Scooper's talking about would be extremely useful. Looking forward to it. :) For example during MB2's development there's often been a need for just a quick change in say tags or caps of the model, but without the original .max project files it's not worth the time to import it to Max, do the needed changes and re-weight the model entirely (as the current glm importer doesn't import the skeleton) and then export.

    Scooper likes this
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