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ChalklYne

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Everything posted by ChalklYne

  1. I'm currently fixing the skeleton problem that none of you have.

    1. Show previous comments  14 more
    2. TheWhitePhoenix

      TheWhitePhoenix

      That means even the custom ones....

    3. minilogoguy18

      minilogoguy18

      Indeed, it's only really worth adding all the finger joints and toes back in for custom mods like for DF2 we're doing it but base JA it's not really a viable option unless someone codes some kinda conversion table for OJK which I guess could be possible.

    4. TheWhitePhoenix

      TheWhitePhoenix

      Maybe because it really should be put into it because it's revolutionary.

  2. Thanks to AshuraDX I have confirmed that this is the source animation skeleton. The one I say we should have been using all along... imo... not having this knowledge in the beginning, and agreeing community wide to switch to a skeleton of nulls instead of bones almost ruined every single custom player model ever made for either games. once the animations are successfully extracted from the game and you want to add say simulated cloth or extra bones or anything... any of the player models not made with those particular nulls would not transfer over correctly.... and would actually "break" knotting themselves every animation. because carcass ditches unused bones...basically in JKA and JKO there is only 95% of the actual skeleton being used... but in the source files there is 100%. so compiling the source files into a new animations.gla will have weights on areas you didnt even know you should have... i will now attempt to transfer all source files animations' nulls' transforms into bone transforms contained in the null skeleton we have all been using to fix this issue and further construct a fbx version of animation.gla for future manipulations of the skeleton with maximum compatability with jka null rigged models.
  3. Before you say Jedi Outcast, pay attention to the nulls... What skeleton is this? https://imgur.com/a/YNSRF
  4. Hello. I have been working in other areas for so long that I miss modeling. I want to keep my skills sharp. I'd like to start a build battle challenge. Maybe one hour? Have staff or someone pick a random word or object and once its posted, we start. Maybe put a poll up at the end for the best ones. Be something cool to mess with on your down time.
    1. Circa

      Circa

      rofl. looks goofy af

    2. ChalklYne

      ChalklYne

      It's so derpy it came back around full circle to kinda badass.

  5. Heres a very small proof of concept of me getting the saber combat system and anims from JKA into Unity. It's literally nothing but running around and checking the anims. I could however use a very nicely rigged fbx of kyle to use and show off for further testing purposes. If anyone has one or can access that easily may I please get a download link. I used an old character and rigged him in a few minutes early this morning. He looks terrible and I really dont have time to go back and tinker with it so the kyle would be awesome. Even a Stormtrooper would do. Just in FBX format. Heres the demo im playing with but i put it on android because im running around right now. It doesnt have to be an android thing thats just easy for me to reference while im out doing things https://www.sendspace.com/file/7kgcoi like i said though thats basically just running around so no big deal downloading it until i get a bit further if you do however download it and try it out make sure u rotate your phone i didnt anchor anything yet... and the camera follow is jittery because i called it in Update instead of FixedUpdate i believe... no matters i have tons of nice camera scripts.. im just not worrying about that now i just want to get the saber combat system and navigation and hit boxes resembling jka for now. I wouldnt call this a project just yet... just a discussion and a request
  6. You could rebuild JKA's saber combat system in an evening with Unity.

    1. Show previous comments  13 more
    2. ChalklYne

      ChalklYne

      im sure there would be snags here and there... but its really simple to handle it in unity. i cant speak for unreal because i only played around with it. someone would have to eport the old maps out to geometry to be "traced" and rebuilt... or something i have no idea how that would work. copy em over and slowly everyone start rebuilding hidef assets

    3. afi

      afi

      Before you start yet another project I'd like you to join us on https://discord.gg/BCMhU3h

       

    4. ChalklYne

      ChalklYne

      yeah i just got running and one style done and i started at midnight... its 1245... it wouldn be too hard at all

       

  7. @@DT85 yeah I may need to go through the forums and find how that's done that looks exactly how I hoped. I'll look for tutorials on mp skele think you for the info for sure. Btw that gammorean or whatever is an insanely good use of low poly who did that??
  8. @@DT85 Well I've been out of the loop so long I don't doubt there's been bounds of advances on it. PBR sounds perfect. I think my maps are just too detailed. Custom skeleton problems basically stem from the fact that I can't make custom ones for mp... I only wanted the mod for SP but everyone jumped on it and said go mp... then started the downward spiral of not knowing what I was doing
  9. I have been seeing u guys a lot lately on other platforms... unity forums.. substance painter forums... hyperspin forums... ive ran into a bunch of you elsewhere and lurked in the shadows

    1. Show previous comments  1 more
    2. Ramikad

      Ramikad

      I seem to remember you were on some Wiki, Raven. There might be something there about you - it was about the time you challenged me to find out more about you :P

    3. the_raven

      the_raven

      @Ramikad say what? o_O If you find a link, do throw it my way, because I really can't remember this :(

    4. Onysfx

      Onysfx

      Heh, ya I've run into JKA people on emulation type of places. We're a much tigher group than we think.

  10. @@DT85 Geometry Limits... custom skeleton issues... pbr shaders... physics... flying ships... Mainly the geometry and level design limitations are what keep screwing me. I did however get pretty savage with animating and have been debating re animating the jka skele. I was thinking of doing a cloth sim plus a backhand style mixed into the base gla... maybe also a small yoda size skele and dabble with a grievous 4 arm... I'll prototype off minilogoguy18s rig this week and see where it takes me. I'm not sure how the hit detection would work on grievous 4 arm so I'm excited to play around with it.
    1. Show previous comments  4 more
    2. RebelChum

      RebelChum

      The legs at the end gave me some flashbacks to ‘Nam.

    3. Langerd

      Langerd

      - better combat than battlefront 2

       

      Which combat? There was no combat there X) just smashing one button

    4. JediBantha

      JediBantha

      Karl Cater leaves a trail of dead stormpoopers in his quest to defeat Desu & save Jane

  11. look at the sword fighting... around the 6 and 8 minute marks ... imagine that in jka seems like a no brainer
  12. I would say that's a reasonable inference. I sill have all assets and stuff... but kept hitting limitations that made things nothing like they should be and who wants to wait years for something buggy a.f. I have been developing on Unity for a while now. I have been meaning to speak up on this but wasn't sure how to word it. I say rebuild the damn game in Unity. Why the hell not. JKA isn't exactly rocket science. Ive been coding my own game for a few months and it is simple. Unity has a lot of built in things to make it a lot easier. We would eliminate transform errors and skeleton issues effects and models would be crisp and JKA would get the revival it is deserving of. Damn thing needs to be rebuilt. So to answer your question, yeah I guess it's "dead" upon the fact that I'd rather spend more of my time getting the jka anims into fbx format and over to unity than I ever will messing with this old q3 engine again. So much hard work gets just destroyed by the engine's limitations and all the hard work going into reworking the engine seems lackluster to me personally. As a community we could do it, and it would do nothing but positive things for us, I guess it all depends on what direction you all want to take it. Would you rather see the faculty and members so devoted to this game slowly fade out and lose the opportunity to have as many people all dedicated to one cause to where we can actually do a remaster... or revamp the damn thing to where it looks and plays crisply with more possibilities gaining popularity among people unaware of the game. its hard to get next gen people in here to work on a q3 engine or even be excited about downloading it... which takes away from every single aspect of this community. The game deserves better and we can do better. I apologize to anyone I may have let down by not releasing it already and i am still willing to finish it... in unity lol
  13. In Rots, Yoda states that Qui Gon has achieved a way to come back from the "netherworld". I'd assume that means there is some form of afterlife. Most of the material I have researched on it speaks speculatively though because Lucas' vision seems to be more of a secular death. My best hypothesis would be that in translation to religious terms, heaven would be becoming one with the force and hell would be ceasing to be eternally, a damnation of null. Good question.
  14. Not even closely related Welcome to modding. Everybody here has given up for the night multiple times, I guarantee it. Just start fresh today and you will eventually achieve. This is a typical life lesson. If at first you don't succeed... try try again bro. YouTube man. What program are you using? That's how we all learned. You can find a tutorial that works for you... it is a wonderful talent to achieve that will stick with you for life but it is going to take some effort on your part and the drive to stick with it. That's exactly how tutorials work. Simmer down. What program are you using? Are you on discord? We can fine tune which tutorials to show you and get you dialed into the basics... don't freak out man. It's not as easy when you're first starting... it's actually quite a whore, but she gets tamer and more docile the more you poke her. Welcome to the internet. Ports are bad mmkay? There's plenty of threads on this site explaining why ports are bad. Also... just because you made a request doesn't mean you'll get it your way all wham bammy... looks like the community has decided this particular character would be best portrayed by a unique custom model, not a port. Your request wasn't denied* you're just not getting a port of a port of a Frankenstein for such an iconic character. Answer my questions so we can hook you up with decent program specific tutorials about the basics of modeling you will thank us in the long run. Maybe not me in particular. .. I'm a dick... but you get what I'm saying. I'm here to help man... things aren't that bad... I love you.
  15. Yeah bud, I dont care about ports anymore. I lost that battle long ago. You gotta start somewhere. Polish all the helmets you want. I do, however, think that you have been porting and frankensteining long enough that you have plenty of basic knowledge to create something on your own if you would just take the plunge. I think with a little edge and face extrusion skills, maybe some UV unwrapping you'd become a fine modeler and look back on these days as the dark times. You ever feel like taking a leap of faith you can contact me here or on the discord app and I'll help you fine tune your skills. I personally can't wait to see you cross over because you obviously have a passion for modeling.
  16. So... you'll be spending the day polishing a helmet? Looks a bit frankensteined and the wax effect on the face is a bit much. It's getting there.
  17. https://www.youtube.com/watch?time_continue=3&v=2U_OkCsexjw
  18. Anybody remember when I made that kid change his name to Blumpkin or something like that? Where'd he go? That was my little buddy.

    1. Show previous comments  12 more
    2. Doc Scratch

      Doc Scratch

      Jedi Master Truffle

    3. ChalklYne

      ChalklYne

      lmao. yesssssssss

    4. Doc Scratch

      Doc Scratch

      3 years older now (or four) #Icantcount

  19. https://www.facebook.com/ILLBILL1972/videos/1713788661966228/
  20. Where's our JKA convention?

    1. Show previous comments  3 more
    2. ChalklYne

      ChalklYne

      I see... I was going to create my own Starkiller costume for the event but it seemed someone had already 3d printed a TFU face. He looked great... but all he kept saying was ghoul2 transform error so it was a little lackluster to everyone's experience.

    3. Ramikad

      Ramikad

      Tch, a pity... I would have unleashed my Spoder, to get you all in the right mood for the Halloween Contest.

    4. Corto
  21. models/weapons2/blaster_r/e11 { { map models/weapons2/blaster_r/e11_diff blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuseEntity } { map models/weapons2/blaster_r/e11_spec blendFunc GL_SRC_ALPHA GL_ONE alphaGen lightingSpecular } { map models/weapons2/blaster_r/e11_env blendFunc GL_DST_COLOR GL_SRC_COLOR alphaGen const 1 tcGen environment } } Like that. Then rename your diffuse texture to e11_diff. If that's not your problem I'm at a loss.
  22. @@Corto Ummm... Shouldn't your first stage be something like e11_diff? Your first stage is the same name as your shader. Hope that helps.
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