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Tempust85

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Posts posted by Tempust85

  1. Hell I dunno. Someone contact him see if I can remake it? If not screw it we can start one from scratch. I'd like to anyways. Much like the TIE fighter, I'd like to have my own version of a ST as well. If I did that... couldn't I add things like packs, paldrons, modified armor, different helmets, ammo, and other things and just rig em all to the same skele and just have variations via .skin files? I guess what i'm saying is would it greatly drop fps to have all that stuff on a model? or does the game plain not even load the geometry that is *off in the .skin? That way I could make a clonetrooper and a stormtrooper "create your own" kind of thing. I could use them for my mod, and it would be a cool download by itself. It would have to wait for about 2 weeks though because i have some things i need done first, then, i will need the ST. it would still be nice if someone could try and ask em if I can rebuild

     

    I'm pretty sure no one cares if you tinker with their models, so long as you give them credit for the original. ;)

     

    If you want, I could un-mirror Hapslash's Stormtrooper for you.

  2. To be honest, you may as well just use Hapslash's improved Stormtrooper. I'm really not liking the tri count on mine, and I can't really cut anymore detail out without ruining how the textures fit. That and I don't really feel like doing a full remake just for JKA.

     

    There isn't really anything wrong with Haps one and it's already done, though it could use is a worn version.

    ChalklYne likes this
  3. If you made this in 3ds Max, make sure you reset xform on the mesh and collapse the stack. Any surfaces that are flipped you will now notice, then all you need do is flip them back to normal. I would also do an editable normals modifier and make sure all your mesh's normals are unified. ;)

  4. I do plan on doing LOD's, the original model's tri count is waaaaaaaaaaaaay too high not to have them. However I will only be making 2 LODs, preferrably:

     

    LOD0 - 7,500 tris (original model, need to get it down to this first or lower)

    LOD1 - 5,500 tris

    LOD2 - 3,500 tris

     

    The only person who did make them that I know of was Hapslash, no one else (once again that I know of) did not even me.

  5. If you want to edit animations in a way that's 100% compatible with JKA's other .xsi source animations, import the .xsi file that contains the animation you want to edit into Mod Tool. Then it's as simple as adding it to the rest of the xsi source animations for JKA and compile with carcass.

     

    AFAIK, XSI/Mod Tool will export out a 1:1 copy of the SRT & BASEPOSE data. 3ds Max exports out slight deviations with its SRT & BASEPOSE. Nothing that's really noticeable, but you will have to use the -ignorebasedeviations option with carcass.

    ChalklYne likes this
  6. This is the best I can do in terms of a tutorial or sorts, I honestly do suck at these things. Now I won't go into downloading GLAMerge, downloading the JKA source animations or setting up model.car. This is just what you do in order to get added bones to behave properly in your end result. ;)

     

    Stage 1 - Exporting & Compiling The Standard (base JKA) Animations:

     

    - Make a simple 2 framed animation (I recommend using the ROOT pose) with your added bones weighted to a mesh. This is so the rest of the animations you're wanting to add bones to will get the identity matrices. XSI or 3ds Max - doesn't matter.

    - Export out the animation.

    - Set up your model.car file to include the 'dummy' animation at the beginning, call it whatever you want.

    - Compile into a GLA named _humanoid.gla

    - After compile, rename to _humanoidstandard.gla for GLAMerge later.

     

    Stage 2 - Exporting & Compiling Your New Animations With Added Bones:

     

    - Make your new animation(s) in XSI or 3ds Max - doesn't matter.

    - Set up your model.car file to include your added bone animation(s) call them whatever you want.

    - Compile into a GLA named _humanoid.gla

    - After compile, rename to _humanoidadded.gla for GLAMerge later.

     

    Stage 3 - Combining Both GLAs:

     

    - Put both _humanoidstandard.gla & _humanoidadded.gla into the same folder as GLAMerge.

    - Run GLAMerge like this: glamerge.exe _humanoidstandard.gla _humanoidadded.gla

    - It will ask you what name you want your new combined GLA to be, call it _humanoid.gla

    - It will say 'editing frame ##' then it will complete.

    Archangel35757 likes this
  7. Yeah, your shoulders look a bit broad. I would suggest also using a JKA model, but without any extras on it (ie shoulder pads, puffy clothing, etc) like the jedi model so you can match up the arm-shoulder joint properly. ;)

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