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ChalklYne

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Status Replies posted by ChalklYne

  1. Ive loked at a few references of jabba and have no idea how he walks. would you say like a snake? pushing as it bends. does it bend up and down like a bookwork or sideways?

  2. Odd that Ive never seen a mario kart jedi style on here. Seems easy enough

    1. ChalklYne

      ChalklYne

      Make the star wars vehicles but kart style with tires. model the karts with bobble headed versions of the characters driving

    2. (See 3 other replies to this status update)

  3. Life took a downward spiral after LeftEye died, and it seems at rock bottom no one can hear you try. But this muffin is delicious so...

    1. ChalklYne

      ChalklYne

      nope... shes just always on the mind. world started taking a shitter once she passed. if i had 3 wishes id bring lefteye back... make god host saturday night live... and control electrical things with my brain

    2. (See 4 other replies to this status update)

  4. Life took a downward spiral after LeftEye died, and it seems at rock bottom no one can hear you try. But this muffin is delicious so...

  5. Can you set different textures to different LOD versions of the model.

  6. Can you set different textures to different LOD versions of the model.

    1. ChalklYne

      ChalklYne

      I was under the understanding that the game already provided that specific name because each mesh has either an _01 or _02 on it already if you have LOD's set up... so I guess Im asking if the skin file ingame can differentiate between the _01 and _02 or if thats something specific to the LOD system and doesnt carry over between?

    2. (See 8 other replies to this status update)

  7. Can you set different textures to different LOD versions of the model.

    1. ChalklYne

      ChalklYne

      maybe im just doing it wrong. Im trying to assign super low res textures to the lowest res LOD and progressively make them more defined in conjunction with the LOD level

    2. (See 8 other replies to this status update)

  8. Can you set different textures to different LOD versions of the model.

    1. ChalklYne

      ChalklYne

      couldnt you do it all in one skin file? like... head_01, models/players/whatever/head_01.tga *then next line* head_02, models/players/whatever/head_02.tga?

    2. (See 8 other replies to this status update)

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

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

    1. ChalklYne

      ChalklYne

      Well I'm importing them as animation sources. The things that aren't linked are roots and effectors not bones

    2. (See 16 other replies to this status update)

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

    1. ChalklYne

      ChalklYne

      unless im missing something because half of the animations just dont import or link correctly.

    2. (See 16 other replies to this status update)

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

    1. ChalklYne

      ChalklYne

      over from jedi outcast but i dont know. thing is... to get the complete list of source anims compiled into a frame sequence those nulls have to be there i think. im guessing its what they were dragging around and actually keying since its eff's and stuff. if you could correct those errors in the new version of the skeleton... we could compile all the anims together

    2. (See 16 other replies to this status update)

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

    1. ChalklYne

      ChalklYne

      the source file skeleton not only has outcast bones... but also has effectors and roots for all the bones. this skeleton is in more of an actual T shaped t-pose. some of the source animations come from that skeleton. thats why they wont link correctly to the other one. the other one has a different root pose and some source file anims are broken. some of them come from the traditional tpose skeleton and some come from this other one i posted. im assuming its the animations that they carried o...

    2. (See 16 other replies to this status update)

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

    1. ChalklYne

      ChalklYne

      I say before u start because the nulls are shorter than the actual jka skeleton

    2. (See 16 other replies to this status update)

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

    1. ChalklYne

      ChalklYne

      Well I'm really needing to ask u things about the skele before u start plz

    2. (See 16 other replies to this status update)

  16. You could rebuild JKA's saber combat system in an evening with Unity.

    1. 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

       

    2. (See 15 other replies to this status update)

  17. You could rebuild JKA's saber combat system in an evening with Unity.

    1. 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

    2. (See 15 other replies to this status update)

  18. You could rebuild JKA's saber combat system in an evening with Unity.

    1. ChalklYne

      ChalklYne

      Theres a few things i'd have no idea where to start... i.e. ledge hanging, saber locking, things like that. But that doesnt make them any more difficult i just dont know because i havent done it... but dismemberments easy, force powers and stats are easy, ui layout and effectsand assets and everything would be just copying stuff over for the most part it would not be rocket science.

    2. (See 15 other replies to this status update)

  19. You could rebuild JKA's saber combat system in an evening with Unity.

    1. ChalklYne

      ChalklYne

      i already have imported the anims and started setting up an animator controller but it was late at night and i didnt get far with it. its simple enough though. the hit boxes for the sabers wouldnt be difficult, the anim system in reference to joystick position is simple... i honestly think its an evening worth of work to get a character running around doing all the attack and movement anims with registering hit boxes

    2. (See 15 other replies to this status update)

  20. You could rebuild JKA's saber combat system in an evening with Unity.

    1. ChalklYne

      ChalklYne

      @Wasinohime~ yeah about EA... but I think we're ok with an engine rebuild in unity... we're not profiting at all and all we'd be doing is reusing the assets... if that was the case I think OpenJK and stuff would be in trouble as well.

    2. (See 15 other replies to this status update)

  21. You could rebuild JKA's saber combat system in an evening with Unity.

    1. ChalklYne

      ChalklYne

      @the_raven I dabbled a bit. you ust assign the anims and their transition conditions then link em to some horizontal and vertical floats corresponding to jka's saber combat system. yeah itd be a bunch of work but youd have something looking pretty close in no time.

    2. (See 15 other replies to this status update)

    1. ChalklYne

      ChalklYne

      Yeah it doesn't get old watching him Sparta that guy for no reason.

    2. (See 6 other replies to this status update)

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