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ChalklYne

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Everything posted by ChalklYne

  1. Thats a pretty damn beautiful stormie I must say holy sh*t man
  2. ChalklYne

    Road Map

    rofl @ Chinese people. lmfao I cant stop. Do all Chinese people come stock with Bo skills? There are a couple of very nice Bo styles I would ask @@katanamaru a few ideas Also, instead of using Dragon you could view a few quick basic navigation tutorials in XSI and grab minilogoguy's constrained skele. Animating an entire style could be verrry daunting with Dragon. Also, honestly, unless you spend hours making sure each frame blends smoothly in dragon, you will have better looking anims doing it this way.
  3. Damn. Lol. Some of you guys should keep tally on how many people you've helped... I am going to try and get this thread moved now that it has ran it's course.
  4. I think maybe you posted this in the wrong section. Unless it somehow pertains to my map because I have no idea what you're referring to. But the answer to your question is a bit over my head sorry man
  5. I am going to post various shaders and hopefully get the community to help me fix some of the screwy ones. Any ideas as to why this shader sux? I will view the model from the left and it looks good... then if I strafe to the right, it fades to black until when I am all the way to it's right side, it goes black and I cannot see anything. Also, I remember back in the day a keyword for the shaders to reduce the amount of tcGen environment... Anyone know what I'm referring to? Thank you!
  6. Only issue Ive ran into with having the EXTRAS menu be a map, is you will have to start from the last checkpoint when you go back to the game. Much like TFU lol
  7. Righteous yeah I will definitely be contacting you concerning those ST's, and will fix up the rigging on the hands for the EVO and shoot him to you for reskin. I will definately consider the Jumptrooper.
  8. Thank you.
  9. What all can you currently do with loading screens? Can you change the loading screen into a RoQ instead of a texture? I know you can with the shaders, but I recall having some sort of problem before. Is there a way you can make one huge map and then separate it into a couple BSP's and transition with cutscenes instead of loading screens? Can the loading screen be a map instead? Like can you call a blank map with just the player running around during loading? I'm asking for help on my own personal project and was thinking it was relevant.
  10. I need to know about the d_model key in gtkradiant. It says you can have a misc_model_breakable and when you break it, a d_model (dead model) will spawn in it's place. I need it for things like this can anyone elaborate?
  11. Welcome to the community Shake. Theres an entire tutorial section here concerning mapping and here is a great place to start... http://jkhub.org/tutorials/article/112-richdiesals-mapping-university/ Good Luck
  12. Thanks man. That was cool. Hey heres an idea... It would be cool to have a normal version of this mod, then maybe a cell shaded one, then maybe a kind of steampunk version of the textures n shaders. Maybe not steampunk, but like, a more Earth based materials version. With chrome and rusted metal on the TIE and what not. That would be ideal to be able to choose what version you want to play. Or perhaps download. Maybe just release it in 3 versions as to not kill DL time. Just some ideas. Maybe I can recruit a good reskinner. OH! on another side not... I figured out Kazdan last night. I will be remodelling his arms, hands, legs, and feet first though. I found a way to have him operate "correctly" and still not break MP compatibility. I was playing around with him last night, and rigged his mesh to a basic skele, the repositioned him to match the rancor skele. it was a pretty decent fit. So, since I can add tags to mesh and not break MP(like I did with rancors), I will rig his backpack to the jka skele with a bolt_driver in the correct spot. Compile, then create a .veh from it using the _humanoid animations.cfg and _humanoid.gla as the animations. All I would have to do is add in the rider anim commands to his animations.cfg for a swoop or something and rearrange the anim frames to match _humanoid ones. Then I will rig kazdan to the rancor skele with r_hang and l_hang tags. Then I will add in commands to the rancor animations.cfg from the _humanoid animations.cfg so it has swoop riding anim slots and rearrange the animation frames accordingly. Script him to use the backpack as a .veh MP compatible Then I will only have to fix his anims for while hes riding the backpack. He wont really need any attack anims or anything he is too tiny to weild his big ass saber without the backpack. Even if you did want him to have non-backpacked attacks youd just add em into his animations.cfg then animate em merge the glas and yer good. First him and his backpack will go through a make-over. i have a sort of syllabus though, and I want the first cutscene, the menus, starkiller, and the tie facility done first. So I will have to wait a while for him. Right now I have 1 more map object I will most likely be building today, until I am at the hangar. Then i am deciding what to do with the lambda shuttle crash. It would be ideal to be able to as soon as you get to the hangar door, you see the lambda come in and crash through that window on your right via triggers, waypoints, and efx files. But Im not sure yet. Ill be designing the last map object up to the door and the door texture today most likely. *TIE Facility spoiler* (I'll warn you if I'm about to spoil the storyline or anything) It would also be number 1 to get a piece from all of my main influences and friends in here. As I've stated Katanamaru, AshuraDX, are already contributing. Something as small as a saber or texture just to pay a lil homage to you guys and gals. Incorporated in the menu system will be a "Trophy" section where you can view models, as well as a "Gallery" where you can see the progress of the mod's completion. I'm also going to have a Credits/Thank You portion for all the supporters. The game will have an easy access pause menu about 1/4 of the size of the screen when you press esc that will have SAVE LOAD OPTIONS CHEATS EXTRAS QUIT.The EXTRAS menu will go back into the rogue shadow map as a menu for sabers, styles, costumes, cheats, etc. via various triggers placed around the ship which trigger cvar changes
  13. I see where you're coming from. By not 100% I mean on this particular model I want the wings a bit taller like they are now, and I want the pylons a bit sleeker, like they are now. Anything otherwise that looks off is pure me screwing up and should be pointed out. I will revisit the blueprints and make sure it's all good. I know the wing braces need rebuilt. I am re-imagining a bit here, intentionally... but I will make sure to stay as close as I can otherwise dude. You guys wont let me screw that part up =P I am totally reimagining Juno, but it is necessary for the storyline, and I expect a decent outcome.
  14. what hatch? Im not going 100% by the blueprints for the shape. I want this one thinner and sleeker. but fezzes must be eliminated. I was satisfied with the shape and saw no fez is why Im saying UV. By all means though, point out your fez and ill kill it. EDIT: hahahahaha!! Can you tell i've rounded the window frame as well for ya? Not too much to save polies but still it does look better
  15. See I was just reading about ultimapper. How would I not need UV coordinates? Ohhh on the high res I wouldnt, then carry it over to the low res uv's by ultimapper I get it. Right on man thank you. So now just load all the geometry I want and make it a real nice high res right? Actually, wait, no I'm confused. I'm going to go watch some tuts on ultimapper and will be back to figure out what you mean Hey can someone help me set up a realtime viewport?
  16. Ill look at the shape of it. It also looks too long from the top view I will get right to that. Those small details in the "WingNut" as I have come to call it, arent going to be there after i finish unwrapping and texturing it. I will rendermap something nice for it and then delete them. EDIT: Fixed
  17. Some overall clean up. Ready to Uv map the sphere?
  18. can we elaborate on this? do u mean the outer rim of the window should be rounder than it is? as in a more sided cylinder?
  19. new pylons
  20. Ill squash the height of the wings a bit and rebuild the pylons i wasnt liking those anyway. last night I just rebuilt the sphere
  21. Its just not time efficient for me to relearn everything right now and start fresh, It wouldn't seem right to take more than one suggestion and just shitcan your ideas though. So, I will say this... I am going to build the assets, maps, and menu system for a TFU mod. I have a storyline and cutscenes for the SP version all worked out as well as new gameplay dynamics without coding. If anybody skilled in modding MP maps wants to lend a hand in maybe making the maps Mp friendly it would be pretty schweeet. Just sayin. I personally am doing SP and thats just what it is for now. Not shunning the idea at all, just don't wanna consider it until I'm done with what I'm doing. Maybe I'll poke around and see what kind of freinds I have around here and maybe get someone skilled in coding to write a lil something for MP. Who knows. All speculation lol. Sorry to disappoint I just wanna make SP first. I have no idea what to do for Mp, but I'm guessing it wouldn't be too hard to make things MP freindly
  22. I dont have anyone coding at all, and was not really planning any coding. There will be no real in-game cutscenes besides maybe showing targets the cutscenes will be made in XSI. If i were to plan any coding, it would be in the SP game. So i would be waiting a while. I got my little brother to look at the single player code for me to see what he can do. He said it was way self explanatory, but does not currently have the time to help much if anything. MP is a cool idea and maybe I'll start a thread for it, but since I have everything all planned out already and know exactly what I need to do, and have uhh *cough* never played MP, I wouldnt even know where to start. All in due time though I guess. Badass about the Vader voice deal. You know what? I had no idea Witwer did so many voices for Star Wars. I'm already considering a cool storyline for 2.5 since I read the book. So I plan to continue to add to the mod here and there over time so MP is totally not being omitted, just put on the back burner a while until I get an idea of what I can do in MP and what would be cool to incorporate. Plus I just have a ton to get caught up on first.
  23. A bit more work. I'll leave it here 'til the morning and see what direction to take after a few crits. If you noticed, i've widened the wings a bit as well per request, but still tried to keep a more oblong shape than the traditional TIE just becaue i like it like that. to me thats how they look in TFU. If it's not enough speak up
  24. havent touched the wings yet
  25. There will be quite a bit in this mod that isnt 100% movie or TFU accurate. I will agree that some things are just basic and should be accurate as possible i.e. the ships and characters so I will be trying to stick as closely as possible to cannon refs in that aspect.
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