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ChalklYne

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Everything posted by ChalklYne

  1. Crit me plz Head only, the body is obviously just an outline for me Ears later Hair doesnt matter right now
  2. Ok. So in the interest of Softimage... From what I understood, vertex normals assign blending in the shading between planes... how does one.. merge vertex normals? Im envisioning overlapping vertices that you welded lol
  3. I was having problems with this as well. I noticed if I deleted the head and recompiled they ran fine and realized it was just too many tris. I think around 6000 was the limit I had came to, while having multiple of them ingame at once to getting stable gameplay. I fixed it in two ways... first, I just reduced tri count on everything to well under 6000... then... any characters for my mod that I wanted to look real nice up close, over 6000 tris, fight you in a more one-on-one environment. So say my high detailed heavy rodian... you would fight him almost one on one so you can savor the high details... and save it from crashing. Then the ones placed randomly in the map can be lower resolutions because youre in a more fast paced environment and dont have time to savor the details. Just ideas to kick around... maybe have one for show and one for performance, but the performance one needs to come way down in tris (most likely ruining your uvs) =( Sorry man that sucks Edit: check the dismemberment too... if i recall that would crash them as well
  4. Also... i tend to think about other people too much. Ill have a piece that looks decent, but the uvs were less than ideal... well i think people will want years worth of retextures and Frankensteins off of these, and i dont want it to be a headache to paint. Problem is, with zbrush, i can have "ugly" uvs and it still come out great... but then retexturing would need to be in zbrush or itd be difficult as hell. I make pieces for maps and want all of my map objects to be useful in other maps you may want to build... well then angles i personally wont be using need to be considered and they hace to look nice by themselces... which causes me to sculpt ecery single thing you see... i want proper normals that i specifically set depth for... not rendered normals from a diffuse map on crazybump or nvidiatools... i want to use as much space on a texture map as possible... which causes pieces that fit well together onto the same texture to save space... but that also means merging multiple objs' normals and stuff. Its not impossible. .. it is just time consuming., not to mention being a single pops of two... so i can understand the anticipation. ... i have it too... but i am only one dude and taught myself everything, so i tend to retrace steps. 1.5 will be my headache...the rest should go smoothly
  5. Hmmmm... id like to know that myself... it would be done a lot quicker if i could just plug myself in and go... but alas, real life has me by the scrote
  6. Ohhhh... i never played it... will download now
  7. Well... i kinda figure all these maps as duel arena pretty much, since they all loop around. Im mote focused on the nooks and crannies right now of the TF so it looks good at any screenshot angle you know? Its tidious and time consuming and i tend to run into things i remodel "real quick". But... it really does look worth the time though. Hell... look at the old screenshots of it XD its far better than that Have you seen the dr octavious fusion room he built?!?!
  8. Because of TFA, now everytime I say quarter... i follow it with "portion".

    1. DT.

      DT.

      Yeah, I always give my kids their food followed by "doing all your chores equals 1 quarter portion"

    2. Sithani

      Sithani

      @DT85 haha you're a wonderful father

  9. The glovepie script for my mod is almost finished. Ill give it out with the download. It has support for pp controllers, xbox360 controllers, new keyboard system which helped me do things like charged pushes and charged repulses, and support for the wiimote+nunchuk and wiimote+nunchuck+balance board. I happen to have a wiimote lightsaber and blaster and nunchuk and balanceboards all going through mine. It requires two wiimotes, one in the saber and one in the blaster, plus the nunchuk acceleration throws grenades. You can bind the exact direction of your swings with the wiimote saber to do the jka saber anims (i.e. if you swing your wiisaber top left to bottom right then so does playermodel. The double wiimote nunchuks balance boards is just my personal setup but ill include it as well. I have to strap the gun and saber and nunchuk to my belt as i hover around the map on the balance board. Each wiimote knows its specific weapon, so if i pick up my blaster he selects blaster, same with my wiisaber. To be honest.... i have three balance boards in my setup, as you will notice in the glovepie script i send. My front balance board walks forward and if i lean to either side i walk forward diagonally. The middle balance board is for standing still or strafing, and the back balance boatr backs me up or at an angle if i lean. No bs. I dont expect anyone to have my setup, but the support is there if you do. It makes for very tiring gameplay, but duels could be uncanny Acceleration in nunchucks do the pushes, lighting, and repulse, heavy presses on the center of any balance board makes me jump, but i cant control how long i jump yet, and its hard on the balance boards... so jump may end up being the only real button i have to press (if i dont just copy the jka anim with my wiimotes and track tht motion instead) I also didnt mention that it supports voice control at the same time with the same script and comes with a few basic ones ill give you and you can figure it out from there. Ill include things like "console" or "exit game" and stuff. You can adjust the voice recognition sensitivity settings in it quite easily. The glovepie script will also have a batch file that runs your jasp or jamp and starts the glovepie script simultaneously. So the mod will have its own icon and be a shortcut on your desktop. Click it and hop on your balance board or what have you.
  10. Posted something in wrong section... cant delete lol
  11. Mmmm interesting... ill look into that =)
  12. This? https://jkhub.org/files/file/212-final-fantasy-vii-midgar/ What am i looking for exactly?
  13. The sound wouldnt be as ridiculous if it had other jump sounds to randomly alternate through... how cool would that be to go into say openjk and create a system that randomly chooses 1 of say 5 different sounds for the same action @@eezstreet any thoughts? Blasters and everything would be so much more immersive
  14. I wont be building the junk temple or any puppets.
  15. Well, just kit or grievous in the storyline of it. The training room will incorporate something like therfiles' npc spawning system in it That sounds awesome but unrealistic compared to my cutscene skills
  16. Likewise lol im already done planning 2.5. Which shouldnt take but a few months since a bunch will be carried over.
  17. The thing with Kazdan, which is one of the 3 things I didnt want to tell anyone, is this whole mod is like assassins creed. Youre a clone being forced through SKs memories. Which makes it a bit grainy and messed up so thats why i can have the maps and experiences a bit different from TFU. Youre told in the beginning that this is just a simulation, and if you encounter anyone formidable, just walk past them and think them away... but... when you near Kazdans cave, he sees you. Not only does he see you, but he tells you that you dont really exist, and that you dont belong here. Ripping you out of your thoughts and causing you to actually confront him. Its my fav character, so i wanted to give this illusion that you cant even think about whipping his ass. It also is going to cause a rift on SK's "interrogation" because thats when he realizes the force can manipulate the simulation, and starts working an escape plan. I wont get into Dagobah, and the choices youll have to make, their repercussions, the multiple endings, the sweet addon pack, so ill still consider it unspoiled
  18. TIE Facility- Training Gear Raxus Prime- Heavy Training Gear Felucia- Jungle Gear Kamino- Medical Robes Dagobah- something I built Boss battles. TIE Facility- AT?Ts (Kota will possibly fuck up my storyline... hes too powerful a force weilder to not notice whats happening, which I use later with Kazdan. Raxus Prime- Junk Titan and Kazdan Paratus Felucia- Maris Brood and bull rancor Kamino- Boba Fett, SK clones, and a new trooper I called Nightmare. Rogue Shadow- Proxy (possibly Kit Fisto since I been wanting to try it, or Grievous) Dagobah- Dark Juno and Vader and Dark Apprentice I will be using other peoples Boba Fett and one other character I wont mention for an addon pack that introduces a different style of gameplay Im more excited about than the real mod lol Characters TIE Facility- Stormtroopers, Kota's militia (5 model variants with plenty of skins each) Clonetroopers, new gonks, mouse droids Raxus Prime- Rodians(4 model variants with plenty of skins each) junk droids, jawas, evotroopers, jump troopers Felucia- Felucians (3 model variants with the most skins of all packs), evotroopers, jumptroopers, incindiary troopers, clonetroopers, rancors, birds, slugs, animal vehicles Kamino- Droids 1&2, SK clones, stormtroopers, jumptroopers, helmet)less troopers, medical robe troopers, royal guards Dagobah- swamp creatures, birds, abarrant clones. Maps TIE Facility- will have 3 cometely different hangars ( i figured if theyre building TIE's, they would need to test it from different situations, and it allowed me to take the thing in a new direction and cause less repetition in gameplay), it will have a wing assembly area, and a control room. Raxus Prime- lava pit, wasteland area, valley, inside a huge turbine, a hidden jawa marketplace, another valley (larger) and Kazdans cave Felucia- open valley, caves, canyon like valley, bull rancor pit Kamino- interrogation room, halls (with views of spiors and young SK and Stormtrooper clones training), elevator, outside landing platform Rogue Shadow. Im combining the TFU cutscenes, the training room, and the nintendo ds version of the rogue shadow all into one map/menu system Dagovah- Swamp, caves, inner pavillion It seems like some maps are smaller, but all acerage about the same in actual distance. The SP maps will have and end, but I built them for MP so they do complete circles and figure 8's and stuff so you can chase eachother indefinitely.
  19. Hello, im chalk. Looks cool man. I would consider JkModding to be less than "revolutionalized" with that chrome shader though. In my experience, the _env stage is really just murder on the textures. Try adding in the alphagen const 0.3-0.4 to that stage. If I remember correctly that should opaque the env stage a bit. Can I see your env texture plz? I can help get those streaks off him if I knew what the env map youre using looks like. Try to really get the effects you need from the spec stage and textures, then just a small hint of that reflecty metal. Look at his metal and critique it realistically.... only the t2000 looks like that.
    1. Show previous comments  3 more
    2. ChalklYne

      ChalklYne

      What is he talking about at 10:52?! I plan on doing exactly that?

    3. Psyk0Sith

      Psyk0Sith

      I believe he's talking about real time optimization think of it as reverse tessalation vs. discrete LOD (like in JA) where the models are swapped and don't require as much CPU or RAM (at least in 1996). With Quake 3 they were restricted by the vertex animation system, every player model has its animations baked into the md3 as opposed to using a universal animation file, which would've been another hurdle.

    4. ChalklYne

      ChalklYne

      Ahh i see. I thought it was pertaining to us

    1. Show previous comments  1 more
    2. ChalklYne

      ChalklYne

      Sweet. I just saw a few things I havent seen before and was hoping to use them. Thank you!

    3. minilogoguy18

      minilogoguy18

      ^ladders don't work in the vanilla game. I THINK they may be trying to implement them back in OpenJK.

    4. Archangel35757

      Archangel35757

      @DT85 - imported the SOF2 ladder code in his fork & it works. We just need the 3D player animations.

  20. a quick paintover of the new mesh. checking angles and shadows and making adjustments so I can make sure its the last UV setup
  21. I am just so happy wirh Softimage and thankful that I stuck it out.

    1. minilogoguy18

      minilogoguy18

      The program that all it's unique features are being merged into is Maya but there is a lot of other things they are not changing that were better in Softimage. The main thing off the top of my head would be the 2D/3D bone creation, it made auto IK solvers. With Maya, Max, Blender and every other program out there all bones start out FK. You have to manually set up the IK before you can even begin to build a rig. SO STUPID and time consuming.

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