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ChalklYne

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Posts posted by ChalklYne

  1. Thats really the golden question isnt it?

     

    I've never gotten an eact answer from it... but... from what I remember you can only have 32 parts per model...

     

    also... the uvmapping process adds a few duplicated vertexes you have to take into account.

     

    If you wanted to avoid all errors (and keep ample space for uv points)... id say keep each part under 475 or so.

     

    475 times 32 pieces = 15,000 or so

     

    the thing is... have you ever really looked at a correctly made model of 15,000 polies? you can do a LOT with that much in jka. entire maps. I think the thing about jka is to get as much bang for your buck as possible... and 15,000 is so much bucks the bang has to be just... breathtaking... to even bother. 

     

    Long story short my opinion is and has always been if you want it in jka then model it for jka. 

     

    The answer to your question however is around 15,000 is my guess. 

    Asgarath83 likes this
  2. Perspective on

     

     

     

     

     

    Ill await crits for the night, and if there arent any ill retopo this mesh and post WIP's of it

     

     

    https://skfb.ly/6yPQ9

     

    I started off with a sphere and did a basic zremesher once i got the skull shaped... so theres a weird crease down the back of his head and a few other glitches from the remeshing process... but ill be able to fi those easily when retopo

    I just need the basic shape for now to retopo... then i can add finer details

     

    Also... @@AshuraDX how do I embed images and sketchfabs again?

  3. @@Circa 

     

     

    I just have to fluff your cotton every now and again and let you know the resistance still lives.

    Obviously you were a little misleading in the following statements...

     

    I plan to have contests similar to this very soon. 

     

    I definitely want to do like a 24 hour one or a limited brush count or poly count contest soon.

     

    XD

     

    Im over here like

     

     

     

     

    and to paraphrase sir, you said "ok... just...  wait a minute".

    In which my brain went

     

     

     

     

     

     

     

    So you can understand the confusion.

     

     

     

     

    I'm just pumped man. I'm jacked and titolated by the idea of starting this lets rough draft some rules?

     

    I propose a system something like

     

     

     

    has to be from scratch. dont use some old mesh u already worked on. We can use Aristotle's basic principles and measure how tired your vertexes are to see if you cheat.

     

    if its not textured and in game working, your appeasement fails. so no "i couldnt paint it in time" or "didnt have enough time to rig it up or compile or anything". Get people feeling the feels of deadlines and possibly help structure their modeling. It makes a more even game.

     

    feature the winners in a section with pics of all the submissions. somewhere it pops up daily so new comers wouldnt have to search for it 

     

    most wins at end of year gets a prize. we can work on the prize privately

     

     

     

     

    @@Noodle yeah i dont think i can participate every day either... maybe we pick a day a week and go from there? i can definitely do a day a week.

  4. I feel an elitist stonewalling of unprecedented proportions. I'm going to apply for that staff position one day and all of my suggestions will rain down like fire upon them. Just like they hushed Bob_Bergen. Wwbbd. I vote we instantiate a hub oversight committee in which I will spearhead a vigorous investigation into why and how this thread was oppressed and why I cannot use @Staff to summon our leaders in times of duress.

    Noodle likes this
  5. I'm ready whenever you guys are. I say first staff member to type in a random word we got 24 hours to submit the model game ready for jka.

    Maybe do a poll at the end.

     

    @Staff

     

     

     

     

    I asked for this @Staff tag a while back. How hard is that to implement?

     

    Also... Maybe from time to time we can submit a random model unwrapped and ready for textures and do a texture challenge for texture artists

    we should just start this immediately and iron out the kinks as it goes. After a while people would get into it

     

     

     

    Boothand and Noodle like this
  6. Hello. I would like to request an indepth saber combat animation list pertaining to which directions are calling which animations in which stance.

     

    i.e.

     

     

     

    Saber Stance 1 ("Blue Stance")

     

    Up + Attack               =      Both_A1_TB

    Up + Left + Attack     =      Both_A1_TLBR

    Up + Right + Attack   =       Both A1_TRBL

    Up + Attack                =      Both_A1_TB

    Left + Attack               =      Both_A1_LR

    Right + Attack             =      Both_A1_LR

    Down+ Attack             =      

    Down + Left + Attack       =      Both_A1_BLTR

    Down + Right + Attack     =       Both A1_BRTL

     

     

     

    Saber Stance 2 ("Yellow Stance")

     

    Up + Attack               =      Both_A2_TB

    Up + Left + Attack     =      Both_A2_TLBR

    Up + Right + Attack   =       Both A2_TRBL

    Up + Attack                =      Both_A2_TB

    Left + Attack               =      Both_A2_LR

    Right + Attack             =      Both_A2_LR

    Down+ Attack             =      

    Down + Left + Attack       =      Both_A2_BLTR

    Down + Right + Attack     =       Both A2_BRTL

     

     

     

    Saber Stance 3 ("Red Stance")

     

    Up + Attack               =      Both_A3_TB

    Up + Left + Attack     =      Both_A3_TLBR

    Up + Right + Attack   =       Both A3_TRBL

    Up + Attack                =      Both_A3_TB

    Left + Attack               =      Both_A3_LR

    Right + Attack             =      Both_A3_LR

    Down+ Attack             =      

    Down + Left + Attack       =      Both_A3_BLTR

    Down + Right + Attack     =       Both A3_BRTL

     

    etc etc

     

    Mainly struggling with how A7 works with controls but I need them all really to make sure I have this right

     

     

    Thank You. :)

     

     

    also, i'm assuming all I wrote to be accurate but did it from memory and missed some things so feel free to correct those as well and throw in any other saber combat animation I may be forgetting. Excluding throws or saber locks. Please include stances as well. I'm sure most of you can probably just do this from memory but I need to make sure I get it right

  7. What sort of models did you have in mind? I.e. Map objects, useable weapons, vehicles? I was just wondering what sorts of requests you're anticipating. Maybe that will spark the interest of some of the other users with modeling experience. :)

    Well... I was thinking just random objects... but... Some star wars themed stuff I guess. Maybe weapons and items and weird odds and ends that we don't already have

     

    @@Circa yeah let's just get it going. Start one. The first few may bomb out but it will catch on. Maybe figure out a time of day that it starts and ends andcwe c will know what time ti check in for a new challenge every day

  8. Thanks to AshuraDX I have confirmed that this is the source animation skeleton.

     

     

    The one I say we should have been using all along...

     

    imo... not having this knowledge in the beginning, and agreeing community wide to switch to a skeleton of nulls instead of bones almost ruined every single custom player model ever made for either games. once the animations are successfully extracted from the game and you want to add say simulated cloth or extra bones or anything... any of the player models not made with those particular nulls would not transfer over correctly.... and would actually "break" knotting themselves every animation.  because carcass ditches unused bones...basically in JKA and JKO there is only 95% of the actual skeleton being used... but in the source files there is 100%. so compiling the source files into a new animations.gla will have weights on areas you didnt even know you should have... i will now attempt to transfer all source files animations' nulls' transforms into bone transforms contained in the null skeleton we have all been using to fix this issue and further construct a fbx version of animation.gla for future manipulations of the skeleton with maximum compatability with jka null rigged models.

    Noodle likes this
  9. Heres a very small proof of concept of me getting the saber combat system and anims from JKA into Unity. It's literally nothing but running around and checking the anims. I could however use a very nicely rigged fbx of kyle to use and show off for further testing purposes.  If anyone has one or can access that easily may I please get a download link. I used an old character and rigged him in a few minutes early this morning. He looks terrible and I really dont have time to go back and tinker with it so the kyle would be awesome. Even a Stormtrooper would do. Just in FBX format. 

     

    Heres the demo im playing with but i put it on android because im running around right now. It doesnt have to be an android thing thats just easy for me to reference while im out doing things

     

    https://www.sendspace.com/file/7kgcoi

     

     

     

    like i said though thats basically just running around so no big deal downloading it until i get a bit further

     

    if you do however download it and try it out make sure u rotate your phone i didnt anchor anything yet... and the camera follow is jittery because i called it in Update instead of FixedUpdate i believe... no matters i have tons of nice camera scripts.. im just not worrying about that now i just want to get the saber combat system and navigation and hit boxes resembling jka for now. I wouldnt call this a project just yet... just a discussion and a request

  10. @@DT85 Well I've been out of the loop so long I don't doubt there's been bounds of advances on it. PBR sounds perfect. I think my maps are just too detailed. Custom skeleton problems basically stem from the fact that I can't make custom ones for mp... I only wanted the mod for SP but everyone jumped on it and said go mp... then started the downward spiral of not knowing what I was doing

  11. @@DT85 Geometry Limits... custom skeleton issues... pbr shaders... physics... flying ships...

     

    Mainly the geometry and level design limitations are what keep screwing me.

     

    I did however get pretty savage with animating and have been debating re animating the jka skele. I was thinking of doing a cloth sim plus a backhand style mixed into the base gla... maybe also a small yoda size skele and dabble with a grievous 4 arm... I'll prototype off minilogoguy18s rig this week and see where it takes me. I'm not sure how the hit detection would work on grievous 4 arm so I'm excited to play around with it.

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