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ChalklYne

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Everything posted by ChalklYne

  1. whats your pathname so i can get this thing to an md3? like.. is it models/map_objects/custom/chair1.md3?
  2. any ref pics on the idea of what the chair should look like? i just whipped this up real quick
  3. rite on. yeah id say besides that crevice under his cheek and maybe his cheeks are a bit puffy not sure
  4. i dunno dude i think i would need more angles to be able to tell whats going on.. at any rate the features of the face were modelled very well. the sunken in part of his cheeks right there has a less obvious transition from his cheek into his upper lip giving him that pouty look. he doesnt really have that valley there.. but besides that and his nose maybe too thin are all i can see. awesome stuff what are u using for refs and rotoscopes?
  5. a better view so we can be sure
  6. yeah ill definately do a model comparison in a sec and figure out where to go from there. thanks for all the positive feedback. arms a bit bigger, torso a bit smaller. got it.. i made this last nite for the mod i havent textured it yet obviously
  7. good idea.. ill do that tonight
  8. well... i knew that the wrists barely went past the hips so i just kinda eyeballed it. but youre saying make em longer even?
  9. good call gentlemen. i thought maybe his shoulders were too wide i dunno. but yup they look a bit short as well as high better?
  10. just got it under 6000 tris and still have plenty to delete on the face
  11. wow those are insanely awesome ref pics. good job barricade
  12. this is what i noticed that fixed that for me... ill give u an example shader and show u what i mean models/map_objects/tiefacility/glass { { map models/map_objects/tiefacility/glass1 blendFunc GL_ONE GL_ONE alphaFunc LT128 } { map models/map_objects/tiefacility/tiehallreflect blendFunc GL_ONE GL_ONE tcGen environment } } ok now when u assign a material to an object, of course u would assign models/map_objects/tiefacility/glass and in turn it would use the shader knowledge to pic out which images are needed in this case glass1 and tiehallreflect. well... radiant just knows to look for glass. not glass1 or anything. and, in reality, there is no glass image. copy glass1 and make it glass and it will work
  13. are those supposed to be like etched in notches or kind of painted on? im not familiar with gregor i apologize
  14. could u or someone explain this a bit?
  15. wow man thats really interesting stuff here.. a low level LOD would be number one man. seriously i would be giddy as hell with something like that. this is totally unrelated but unworthy of its own post so im sorry in advance 4 the slight derailment... but with LOD's... i was thinking a few weeks ago about being able to swap between LOD's at certain battle damage percentages.. like you're at 100% health then u have the main model. 75% a bit more damaged of a model, 50% beaten to hell, 25% almost dead. im sure u get the idea. but at a certain percentage, do a glm swap. but, if u could just rig it just like a LOD with its own stupidtriangle_off_dam75...stupidtriangle_offdam50 etc etc am i making any sense here? or if u did it like that would it be ridiculous on the engine as well? would it be easier to swap between glms instead at a certain damage percentage? i apologize again for the derailment
  16. ahhh yeah see that makes sense... der my blunder i spaced that. this is gunna get me lynched... but here it goes... ive never even finished 1 level of SP =X ive only modded since day1. and someone chewed my ass out for it too lmao. gettin at me about how the storyline is actually quite good in this game and the gameplay is rather fun your first time around.. but i dont play any games in my defense. never for more than like 5 minutes. i do a lotttttttttt of modding, and record music, and am a single dad of 2 kids...and have a job lmao... so, i just dont play games man. i swear glob as my witness next time i am bored and dont wanna model something i will indeed play yavin =)
  17. yeah i know, but what i was suggesting is if the server as well as the client all used this modified skele... would that fix the compatibility problem for MP? or are the names and amount of bones hard coded into MP? Dont they just have to have the same gla? i was thinking about that from what i know (which isnt much lol) doesnt the jka engine make like boxes around the player for collision? as opposed to using the mesh? ohhhhh wait are u saying first, youd have to fix the mesh collision and remove the boxes so to speak, then implement the cloth? that kinda makes sense to me.
  18. oh crap my bad that was an old dragonballz joke. wrong forums lmao so what youre proposing is the game engine determine that the cloth shader is geometry and will all be hard coded with collision or whatever? i guess the way im picturing it is like a misc_portal is an entity, but the shader calls for it... something sort of along those lines? but see... ive overloaded a map with shaders before and it brought down my fps as well, will your method still be "cheaper" on the poor old engine?
  19. yep. agreed. so yeah devi theres your answer. lmao u know why u cant have cloth physics yet devi? man hours lol "It's over 9000!!" but i will be using this method for kazdan. and that makes me happy for now i doubt anybody else will.. so lemme take a sec out to thank everyone for going in depth with this thread i learned something =) and to arch... holy sh*t man cloth looping and everything u explained about the shader made comlpete sense awesome stuff and big thank u for the cloth looping trick
  20. i was also worried about overhauling too yeah i thought about that last night... if we did add in a few more bones, i was wondering if it would slow the engine down a bunch? making it pointless
  21. yeah i thought about that as well and to me, its kind of like if u take the base skele, and rig a vader. yer gunna have to fake it here n there and make it work the best u can with the old methods. this should be about the same headache here n there, but will look soooo much better. people would have to once again fit their model to the skele, and try to make it fit as best as u can for that specific model, and fix the issues as best as u can with weighing tricks and animation changes. to me it seems like a HELL of a decent project to consider. and thank you in advance for the permission to use the skele in your sig. because i am most definately going to get a beta version going tonight most likely so we can see the benefits and bugs of it and go from there. ill prolly also model a stick figure with a ponytail and saber "holster" a front furlow and a cape. just real basic stuff though dont expect the world from it... but i will definately give it a go... and i think once i kick around a few versions of the skele, and get an overall community consensus of what bones are needed to be added and how stiff, etc, then i can start working on a finalized skele. now, another thing i was thinking... if we could get one of these big projects like say openjk to implement this new skele as like say assets5.pk3 with the new humanoid.gla and animations.cfg... then have it dispersed along with openjk(once again im only using openjk as an example forgive me for profiling lol) will the multiplayer aspect work? because i dont play MP, or code, but, from what i understand, the server as well as the clients have to have the same skeles right? so would this work? and now to fix the problem with the hundreds of existing playermodels that have already been finished, that want to go back and rig it to the new skele and fix things like the cloth, if u still have the xsi file u compiled for that character, gator it to the new skele and tweak it here n there. it would be mad simple. but, most people probably dont have the xsi file for their released playermodels anymore, and will be forced to fully re-rig him/her. which is what a few hours of work? lets get some ideas kicked around as to what all bones i should add... kinda like this... and i dunno why i kept saying togruta tails... theyre kinda stationary i beleive i meant twilek now i think im off to go learn collision in xsi and how to sort of set up boundary planes so the cloth and things never pass throught the body. THAT would be a HUGE advancement, and should eliminate some not all but some of the issues mini is referring to. and if not, and your furlow or cape is just too awkward and u cant get the things to work right, your either going to have to tone down the weights a bit and fix it manually, or re-think your model and its geometry positioning. like i said, you will have to use this skele just like the base one and build your model around the skele to eliminate most problems.
  22. i just youtube'd some gameplay of that veder, and it looks to me like its just rigged to the legs like how we've been doing it. i could be wrong though. EDIT: Im wrong http://www.youtube.com/watch?v=8tk0yHWYV34 if youll notice at around 0:50 vader does a roll. pause it here n there and u will see this... and the last 2 images to the right, are to show that it is indeed not rigged to the feet. seems like its rigged to the spine and pelvis and possibly the left and right femurs...
  23. create the new anims in xsi off of the new skele we will be creating, export the xsi. go to assimilate and compile u a gla. glaMerge it into the custom _humanoid.gla that would come with the skel. the exact same process, except no dragon. im bursting at the seems that you're learning xsi deviance. from this point forward deviance will not be "moderately creepy", but has graduated into a padawan n00b. celebrate =) any help u need devi just PM me and thank you for flying XSI now everyone toast devi for learning xsi i feel like this everytime someone tells me theyre considering learning xsi...
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