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Posts posted by DT.
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Lol, Crysis is old tech. It can't hope to compete at the very least, model polycount & texture resolution wise.
Here, have some pics
http://images.gamersyde.com/image_call_of_duty_ghosts-22123-2712_0003.jpg
http://images.gamersyde.com/image_call_of_duty_ghosts-22123-2712_0004.jpg
http://images.gamersyde.com/image_call_of_duty_ghosts-22123-2712_0005.jpg
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P.S
Please Treyarch, leave CoD to the professionals. Your last good one was WAW.
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CoD Ghosts is using the best visuals I've seen in a game. The fact it can have insane polycounts, better lighting & higher texture resolutions, is just awesome. BF5 should have this by the time it comes out.
Xbox one has some sweet features, but really looks like a VCR.
prepares for people going nuts
Circa likes this -
I already asked Mr Wonko for assistance a month or two ago but he's only interested in Blender.
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While it's getting better and better, I suggest working without the texture so you have the mesh nailed.
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It's just plain easier to constrain your bones to a CS biped (ie Keshire's rig) than to use control objects and IK chains. Or, you can just use biped by itself which is ideal for custom models needing a new skeleton + animset.
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Just watched the gameplay video from 2012 (I know, bit late to the party) and I love it! Great work! How's the character model & animation side of things going these days?
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Seeing as how there's other standalone projects which are doing fine (Star Wars: BattleCry et al), I doubt we're in any serious threat of copyright claims.
We have heard from a Disney source that they 'know' of our project. No idea what the future holds for BattleCry but I would think if they were going to shut us down it would have happened by now.
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Really need a better renderer to make this project reach it's full potential.
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The plugin is broken when trying to export position data on max bones. However, position data is exported on dummy objects and Char Studio Biped so I recommend using either of these instead.
Archangel is working on a fix.
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Yeah no baking is needed, I confirmed that the other day using Keshire's rig.
Ok it looks like your pelvis isn't having any position data written out. Make sure your pelvis bone is 'position constrained' to your rig's pelvis equivelant. Also, don't forget to make sure your motion bone stays perfectly still during any animation.
Don't forget - Ghoul2 doesn't allow you to have a 1:1 copy of your animation, so you may get some small anomalies (ie finger/face twitching, etc).
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I've tested the latest Max 2010 32-bit plugin (runs in 2011 also) and it works fine for animation/model export. Shape animation also appears to export fine (though not needed for JKA) when using the autodetect option.
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Perhaps implement rend2 from ioquake3? Mappers and modellers would benefit from this one renderer.
Szico VII likes this -
Totally need to increase that limit imo....
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Adding noise to metal generally doesn't really look decent when trying to make metal textures.
Suggestions for any of your completed JO textures (I won't comment directly on your WIP texture):
- dial the size & amount of noise down a bit
- add some very minor rust (do not overkill this, you only need a hint of it)
- add some minor color variations (to simulate color fading)
- add a small amount of light randomised scratches
- add a bit of edge wear (only where it could be worn off realistically, ie don't put it on every edge)
For the finished product, ditch 'a little bit' of the simulated highlights or tone them down (leave shadowing in) and use a specular texture. Also, don't forget glow too.
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I was trying to get them working in Max using the blur python script language add-on, but after having a look in the scripts I saw the plugins have Blender-specific functions which halted me. So someone would need to replace them with the softimage equivelant.
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@DT I was hoping to get the view models for the weapon remake pack that @BlackResuru and @@Silverfang are working on to be in GLM format, so that we could animate them much better.
Definately would be an improvement. I remember doing all sorts of tests with animated viewmodels for JKG at one point. I dissected SoF2's demo and found out their method (model-wise) of how they set up their models and bolted different arms mesh onto an animated weapon model. Quite interesting stuff compared to JO/JKA's MD3 method.
Though, what about getting IQM implemented and using it? Would be easier than having to worry about carcass, and you get 1:1 copies of animations from any 3D package. I tried this myself, but I really do suck at programming.
P.S
I'll stop changing the topic now, I promise!
Corto likes this -
I think someone should just start redoing the brushwork & scripts for JO maps now. Reasons:
- It will be a while before there's a better renderer to use
- Remaking the levels will be a hell of a job and will take a while
- Doesn't matter what renderer you end up using, the brushwork quality can stay the same (provided there's no map quality limit that I mentioned earlier)
- Textures are easily replaced, it's having a fully working game-ready .map file that's a bitch.
Once there's a new renderer that supports things like normal mapping, it wouldn't take much to do a recompile with different lighting. Then get texture artists onto redoing textures.
Side note:
It would be nice if (down the track) when someone redoes the weapons, they add Kyle's hand for first person and moving parts (if applicable to the weapon).
@ Lervish
Looks great! But why not reskin my DF2 Kyle I made ages ago? The head is much more friendly for skinners. Also I really don't like Raven's 'JO Kyle', I much prefer Jason Court.
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Would be really cool to have this mod re-vitalised using OpenJK + improved renderer. This and DF2 for that matter.
Setlec likes this -
Regarding my last post, I forgot to mention certain textures which are used for glass, etc wouldn't need redoing if using a different renderer that allows normal mapping. But as eez said, you really need dynamic lighting in the maps for it to look as intended. The decompiled BSP's would provide a base to build from, you'll still need an experienced radiant level designer to really make it work script-wise like the original while also adding better lighting and higher quality brushwork (provided the game supports it? I have no idea if there's any limits on map quality).
eezstreet likes this -
Some of these textures I like, but I really dislike the new door (page 1) & your floor texture (page 1) has rough edges that makes it lose its authenticity as a real floor.
Also unless you plan on having 2 versions (one with and one without normal mapping), you really should wait until another renderer is available (which will support normal mapping). Adding normal maps to your (or Raven's for that matter) textures and leaving the 'pre-defined' lighting in the diffuse textures will just look very low grade.
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Zbrush is good for retopo.
Get it looking right in Zbrush, then worry about in-game.
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Keep under 2,000 tris per mesh object, or carcass will spit chips and not the yummy kind....
Circa likes this -
Thanks for your replies guys.
@DT
Do you mean the graphics settings in 3DS Max? Problem is it crashes before I even get a chance to do anything. If you mean my driver software for the GPU then I'd appreciate it if you could confirm this.
In the start menu, there is a shortcut for 3ds Max 8 called Change Graphics Mode. It will load up max to a point before the window will appear to change anything. Also, are any other 3d programs/games having issue?
If you're used to how everything works in 3ds Max and haven't a clue (like me) about XSI ModTool, I'd be trying to get this to work. Otherwise, XSI ModTool is a viable alternative.
Xbox One announced
in Art, Media & Technology
Posted
Same, hopefully we will see something at E3 for alot of games.