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ChalklYne

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Everything posted by ChalklYne

  1. Heres what I was theorizing last night. You know how he charges a force push? Then it sits in his hands for a few seconds just a ball of compressed energy? If he focused, couldn't he hold that ball out in front of him? Essentially, couldnt he charge up a push, and throw it wherever he wanted creating sort of a force thermal detonator? We could take a weapon out of the game, and give it to Starkiller. Make the weapon model his saber and the regular idle saber stance his weapon stance. then he could throw these force balls, as the Alt+fire, then shoot a small directed beam of lightning as the regular fire? It would be cool to take his style 1 step furhter because except for the first few minutes of the TIE facility, i want the rest to feel like a new TFU game. Also, his repulse... he's gunna have maybe 5 or 6 different repulses. From the original, to one while running, to a "ground pound" like Jax from mortal kombat. His repulse in order to work correctly, has to take out one of his saber styles. So if I make the desann saber style his repulse, I have all of the attacks in that style that I can make different repulses and such. It would be cool to be able to repulse a few different ways depending on the situation
  2. Perect yeah you got me. Also I was watching this. Tons of this guys swings can be incorporated and tweaked especially that first style https://www.youtube.com/watch?v=MqxDbwiKGik Only reason I say cocky is because from the book so far it just seems like he knows they're all gunna die, and he just has the skill to pull it off. That's why I say cocky/wise. He wouldn't be cocky enough to pull of anything too foolish... but taunts and things are encouraged because it says vader didn't let him have a fighting style. He taught them all to starkiller, then made him develop from them his own style as to not be like any other of the jedi's previous adversaries. Also, Vader encouraged the backhand stance because it struck fear and confusion and caught the attacker offguard for a second. It is said that his defense, was the grip and the ability to stop motion in its tracks via the force. It is said in the book and on Wookiepedia that his defense was being always on the offense. he was taught to use grip, choke, push, pull, all at the same time as his saber. So i'd imagine he wasn't too worried about form as much as he was murder
  3. Exactly. I have millions of ideas for his saber style. Here try and follow me. You're Starkiller. Hold your saber out in front of you in a backhand stance. Now open your palm (because you have the force)... the saber stays there. Now rotate it (via the force) into a forward gripping position. He can do that seemlessly so things like forward swings are encouraged. Also. Not only can he swap to a forward gripping stance... but he can sit there and spin it like that all day. So imagine the typical Starkiller swing... now stop before you start your return.. and instead of just bringing the saber back with you.. spin it like that in front of your face a few times on the return. Things like this. I tend to think of his mindframe at about this time in TFU...He has ripped Destroyers out the sky with his bare hands, mashed through thousands of stormies unscathed, and can smack around legends such as Kota and Shaak Ti without a scratch. He's gotta be cocky right about now. Show a bit of taunting in these swings. A bit of cocky/wise if you know what I mean. Also... dont just think Starkiller... Remember how Anakin fights? That behind the back craziness? He was trained by him. Take things into consideration like the fact that he was taken as a child, and told to kill everyone who sees him there can not be any survivors. If you wanted to train someone like that how would they fight? No wounding. He is bred for killing. He should effortlessly go from a decapitation backhand swing right through the neck, back through the stomache cutting them in half. Take advantage of the dismemberment and show a killer. Also, try and make it seem rather effortless to him. No big crazy body movements unless they're needed to achieve the angle of the swing. He can stand still and block blaster bolts all day. So I'd imagine his swings are just so baked into his brain that its like speaking to him. He talks in decapitation. So don't try to imagine Starkiller. Try to imagine Leatherface with a lightsaber. Then incorporate the years of knowledge Anakin learned from Obi and the rest of the council. He should be the best of both worlds. Also, something I haven't seen done yet, swap hands. Mid swing just swap to the left hand. Things like that. A taunt/fake swing right before a killer blow would be awesome too. Just freak these stormies out. He needs to represent hatrid, with a lightsaber as a part of him. Don't think Star Wars. Think die. just die. So I can move on and kill the next one. The killing can't take long because I still have millions to kill after you. And you all deserve it. Thats Starkiller
  4. Don't copy the "Share" link... just copy the link in the address bar. http://www.youtube.com/watch?v=2WL4SGO85Uk
  5. So I just uvmapped the TIE facility exterior(unrelated but gahhhhh) Using 2 textures too... Back to the topic at hand... I just found out the entire system of transferring the mocap data between rigs. Not that I will be doing much transferring except for just once really...since our mocap data will be recorded directly onto a jka compatible rig. But heres the info I found out on this subject if anyone is interested in learning. It is for Softimage Each link has it's own sub-system of tutorials explaining all the different ways you'd need to know about. It was very self explanitory and definitely a good read for anyone interested. http://softimage.wiki.softimage.com/xsidocs/char_mocap_MotionCaptureOverview.htm The software I'll be using to capture the mocap data http://www.youtube.com/watch?v=GCu8KTrC4sc http://www.youtube.com/watch?v=XvRP7qXCBCA The hands will not be captured very well from the few videos I've seen. I'll have to bug corto or mini one day when I get to that point and see how to get those nice finger controls going again and that'll make fixing that much easier Also, since the program accepts .fbx and I think that will be my best bet for swapping between programs, then I am concerned about using any custom jka rig that has foot rolls and constraints and such. Maybe just the regular jka bones and tags and go into ipi and tag each spot as I want it. Then I will not be worried about the animations importing weird when I get back into softimage with it. I have also found this website of these people who will work with your mocap data for you for free? if any of you have a kinect sensor and some time, check this website out. They'll hook you up with a .fbx of all of your mocap data for free. Then use that first link I posted to transfer it to a jka rig. badass stuff here man http://www.freemocap.com/ Check em out
  6. If it were my models, i'd be honored that people were still using them, and even wanted more versions of them i.e. pilot suits and things. i'd take it as paying homage to the models and their developers that after all this time, they are still considered the most cannon representation available. I say go for it. if anything... in the readme, give a link to this exact thread and say that we couldn't contact the authors, and made a community agreement that it was in no disrespect and the authors are being credited
  7. I guess it depends on the model to be honest. Frankensteining is frowned upon, especially for other people's models... But for base models, expecially if you're not a modeller, I have no problem with seeing some of those. A few people might grumble, but it's not a big deal at all with base models imo. Should actually be cool and considered a customization mod rather than new models then all respective aspects of later griping will have been covered. I vote yes. for base... probably not for other people's models unless they consent
  8. the size of the sticks wont matter. once you track it and tag it to that tag, it will be fine. you can use tennis balls if you wanted rofl I don't have kinect sensors yet to get the rig set up for you and ensure the fingers/ feet will operate correctly. It will take some tweaking i'd imagine... But... the thing is really easy to set up and is just waiting on the video input. I just want to make sure it wont have to be gone back over and cleaned up after everythings said and done. I want it to record correctly the first time. I will be keeping you updated when I get to that point... but will get the kinect sensors soon so we can start workin out the bugs.
  9. I have also, found out a way to record a video of you doing saber swings, then make a custom rig setup for the program im using to coincide with jka's skele, tag your bones to the bones in jka, and it will convert the video into mocap data... then that mocap info can be imported into softimage and transferred to the rig. So no worries @@katanamaru I might have a way easier way for you... Just be prepared to clear some space in your living room man =) http://ipisoft.com/ you will need 2 kinect sensors though... or 4 webcams. But I will provide those 2 kinect sensors and mail em to you. Or just bring em by in a few months. I found the kinect sensors for like 45 bucks a peice so no worries I will provide. You can keep em after this mod as well, since you are the most qualified person to have this setup Let's go ahead and take this engine to the next level =)
  10. @@katanamaru 's probably gunna kill me... but i think Starkiller should have 2 single backhand styles. One faster and one stronger/slower. The faster mode allows the faked combat system we were theorizing, and the strong can have a nice knockback and push efx for some swings, and a lightning splash for others with a splash damage and faked arcing lightning spread. I am working with someone right now on advanced macros for jka so we could have it where you tap the button for fast swings and hold it for the stronger ones. I am already in development and working with someone over having these advanced macros for a fully functioning charge push/reg push, charged repulse/reg repulse, and if lightning is held for more than a few seconds, it swaps to 2 handed lightning. All charged moves will have more damage/knockback. Also, with these advanced macros, I am trying to incorporate where you can tap w,a,s,d, and it will dodge in that respective direction.. and if held it will walk. Possible double tap w or s to run in that dirction. Eliminating the use of a walk/run or use button giving you more fluid and controllable movement. Personally, that's the best way I have thought about properly utilizing the dodge and walk anims, and having more control over your saber combat without a bunch of button presses. I also wanted to swap the fast kata to a faster closer saber throw more like TFU with no control over it once it leaves your hand. Just in one nice circle and back to you. For a faster saber throw leaving you less vulnerable. As for the strong kata, possibly a "rage" anim set. In tfu2, when you are enraged, you fight with your sabers just using the force not touching them at all.. That would be a nice strong kata, just a few attacks where the saber is floating around him 360 degrees just clearing a circle around you
  11. Zbrush will sometimes flip my uv map vertically for some reason when I hand paint something, then I have to bring it back into XSI and flip it back. It would give me about the same texture problem you were referring to... black on one side and screwed up textures... because it's upside down. Maybe that happened? Go back to the old one, open your texture file and flip it vertically, then save it and see if that fixed it... if not, try and go back to the texture before flipping it vertically, and flip it horizontally. Not important now I know, but still theres a good possibility that's what happened and maybe Blender likes to play games with the Uv's as well as Zbrush?
  12. I been looking for a half hour and cant find it. Are you talking about the 3 panels lined up along the side of the rounded floor peice?
  13. Thats quite beautiful bro. That might be one of the nicest saber builds ive seen for this engine man your texturing skillz are definitely rockin. Get you a nice shader going on it and upload er to that site so I can spin it round and marvel. man she's pretty. Wanna try and do the glowing specular scratches we theorized that day? Masking and having the tiniest sliver actually glow in the spec pass? Could we alpha sort a few small glares very tiny little glares for it in the spec pass with maybe some small alpha maps added to the sides of the geometry where you want it to glare in the shine? are you getting me? definitely want to see this one properly centered at 0,0,0 or have the parent tag like spot on so he holds it correctly.
  14. DAMNITT!!! mini I found it you are dead right as usual. Just deleted a bunch of verts some jarbled up unseen faces in that tall building to the side I rebuilt everything between the first 2 updates, except that building because I thought it would stay the same, Doing so, I kind of built over the top of some areas that needed to be deleted. Good eye man Also, somewhat unrelated... If it is something we can all quickly agree on needs changing I will, but I won't allow this entire mod to be picked apart anally by every modder out there until it fits everyones sensitive little desires. I will never finish. I won't rebuild anything unless I'm totally screwing the pooch somewhere. Final Count: 8 objects, 1,670 tris, 1,278 verts Thx mini
  15. I'm sure it's probably not as bad as I portray it, but stolen work is just absolutely ridiculous. ESPECIALLY with JKA! If someone took my TIE facility, swapped some textures and called it theirs, the entire community would kill his face for even trying that and everyone would immediately scream bullshit. Because we're all friends here and we all go by a certain un-stated code of honor. Like Clone Troopers =P We all take a lot of time out to do this for everyone, and for free you know? Asking nothing in return. It's like stealing from a Food Bank. To me it's like saying yeah Hitler was a dooshbag, but he worked hard so give em credit. F*ck em. Order66 his whole mod and I hope he drowns ROFL!! sorry I just woke up
  16. Oh yeah the models' bounding boxes seem to be working fine. Although I was told I will have to make them all non_solid and clip it all for maximum FPS. In regards to your question at least, yeah that's how I have it set up right now as all of the geometry solid, and the only real brushes are the floor so far. not even walls behind the models as I modelled them in XSI to snap together pretty well. I set the snapping in gtk to about a 16 I beleive it was and just snap them all together. it is honestly saving so much brushwork/ geometry right now because yeah like you said thers just some things you can't do "properly" in GTK. I seem to be having no problems right now with it, but I plan on having quite an extensive exterior, and quite a few halls in between the major rooms, plus when you take into consideration the hangar. the hangar has to have possibly 15 people on it at a time to be considered done properly at all. Plus the elevator spawning new people every now and again. Plus the visible dogfights out the bay door. So I am trying to experiment with this and really just maximize what I can get out of the engine for this map. This one, raxus Prime, Felucia... those maps are full of clutter and have so much going on that I just want to give it the best chance possible for decent playability. As for the wires... It's hard to show or explain because theres so much going on... I'll PM you an .obj of it so you can dissect it and take a look for yourself. Keep in mind though, the only backfaces that aren't deleted, are either seen from the window view of the 3 different times you can look out the window and see it coming down the halls to the hangar, so some of it had to be there, and also, remember that you have to be able to look out the hangar bay and not have issues there as well.
  17. Anybody know of what actual work Osman did himself for that mod? ^Bantha Fodder We could always find a side pic of him and model him doing un-natural things to tauntauns rofl He stopped spelling his last name the same so people would stop trolling him... God bless google image search lol
  18. Slightly more accurate, with less geometry, and a final count on everything bfore I Uv unwrap it and slap it in the map. I'm satisfied with it now and this is the final version. No more tweaks to the exterior. It would have been hell to get this all correct and optimized in GTK. For me at least I'll be moving on to finishing up the TIE fighter after this texturing and shaders. The long arm and the structural beams are alpha mapped. I would appreciate if someone wouldn't mind making me a decent skybox for this map . And help me figure out the lowest res/ best results way to get a good couple of dogfights going on out in space without using models. I want to maybe just have an animated alpha plane with a TIE shooting. And one of an X-wing shooting. Then maybe just set waypoints for that alpha plane so I could have the entire dogfight scene out the window be maybe under 50 verts. It should be possible as long as they fly out of the view each time rather quickly. Then maybe pop up somewhere else to give the illusion of tons of them out there. Any other ideas that would be easier or better on the engine?
  19. bit more accurate exterior and tri+vert count.
  20. I'm assuming all of the white areas are chipped paint. Chipped paint always has a thin outline on one side depicting depth. Go through and depict depth with the scratches, and paint chips, and it won't look so dirty like a bunch of colors mashed together. Also, get something like FRAPS, stand the model somewhere a bit off from a light source so one side of him is lit well, and the other is a little shadowed. Then record a turn around video of him so we can get a look at the shaders functioning and we can get into some really cool ways to make those scratches and chips and faded paint pop out a bit. Pay attention to that last ref pic, see how the shadowing is mainly on the bottom and right of the chips? Then you can take that shading back out and apply it to the bottom and left in the specular map and it will just pop those chips right out. Then you can alpha mask the actual chipped portion (the yellow area in that last pic) and give it a masked TcGen Env map to it. That way only the chipped off white areas in your model will have a more metallic shine to them. Then you take those white areas, and in the spec map, make them a bit more chrome-ish.That way when the camera is right in front of him, the scratches will be white like you have them, with some depth, and when you rotate it, the scratches and chips will be more metallic looking and the paint chips and such will shaded from the other direction faking the light transfer. Just some ideas to fix the closer shots.
  21. A small room where they are repairing Vader's Advanced x1 TIE fighter from the damage done at the end of A New Hope and the crash landing on Vaal. The room will be aboard the Executor. Complete with battle damaged dis-assembled TIEx1, Imperial Officers supervising, and all of the necessary droids and machines working on it. A brief history on it proving this would be a plausible map taken from Wookiepedia Proof this room would be aboard the Executor also taken from Wookiepedia Reference of the vehicle Possible references on the room size References to the Droids and machines necessary Maybe have the perspective over Vader and Raith Sienar's shoulders overseeing the operations. References on Raith` =D Did you know: Raith Seinar designed the Death Star? It was originally called the "Expeditionary Battle Planetoid"
  22. Welcome to the Hub! Good to have another experienced member aboard. Good times.
  23. I coulda def spent more verts on it. About 1000 verts shoulda turned out good. Problem is, people play MP and scream FPS. So if you'd imagine everyone on the screen, maybe 10-12 people at once, all being base jka character models, with jka base weapons in a jka map... it won't suffer... you start getting custom playermodels, which like everyone uses, then even one custom character model would almost double the entire character vert count. now imagine that x12. then imagine the custom weapon being 2000+ verts... x12.. in a custom map with crazy brushwork and shaders... after a while it just kills the engine not peoples pc's but the engine itself. sorry for all the mispelling and sporadicness im cooking. but yeah you know who is like killer at vert estimates and usage? @@AshuraDX he'll chip in when he reads this he taught me everything about saving verts. So we try to make the most out of the least. things can be faked with proper texturing as well. plus, with things such as sabers... theyre soooo small ingame its just hard to really tell if its high or low poly if done right
  24. proportions are off... and probably could have gave it a bit more detail here n there but as a rough draft to just give myself an idea, id say maybe under 1000 tris? As this one is like 678... about 360 verts
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