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DT.

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Posts posted by DT.

  1. Glad to see that someone sees where I'm coming from!

    Yeah, I was thinking about using versions of Kyle/Jan/whatever with higher poly faces and custom animations for the cutscenes. I've been reviewing the original script of the game and it seems like the game could greatly benefit from this. There's also a few unused cinematic sequences and missed opportunities because of the console/game limits of 2002. I believe that the game will need some hacks to allow for more animations, but that shouldn't be too difficult, hopefully. Just a matter of redirecting all of the animation-related functions to use my custom animation set. You are talking about doing this for JK2, yes?

     

    Kind of hard to see where you're coming from when you didn't mention about jacking up the face tri counts. Of course if that's done, then a complete set of facial bones would look better.

     

    If you guys intend on taking over this project & my thread, then by all means. Sure I spent a full days work on this, but I can easily just delete it...

  2. Why are the tarsal bones necessary, if I may ask? What about mouth bones? (those seemed a bit lacking to me) I was looking into some stuff for JK2 also for more defined facial animations.

     

    If you want toes to move seperately from the foot, then yeah it's necessary. Only the mouth bones that were in the original xsi source files are there now, I haven't added any actual *new* bones. There's not much point in adding many more bones for the face, seeing as the engine is still lacking visually with bad lighting and wouldn't really see the difference except in a very few lighting positions.

     

    I'll have to try this out, kinda got bored working on this although I had a different approach which was to also release the _humanoid animations in a state in which could be opened with a 3d package and viewed that way.

     

    I haven't taken the time to compare but does this file contain everything? Like all the bones listed in the source files? Which of course should be all the same as JK2 although I don't think JK2 had the tail bones.

     

    Did you really take the time to reweigh all the base models or did you manage to import the base models from the source files and clean them up? I know the source models don't import quite right.

     

    Nah I didn't reweigh any models, just recompiled them against the new GLA (using the xsi source files from Raven) to update the bone count. I didn't need to import any animations or JKA base model source files into Max luckily. Most of them recompiled without issue, though I had to go in manually into 3 of the xsi files with notepad++ to tweak weights (these were models with several parts, and I didn't want to be there all day reweighting). The Max 8 file I will include in the final version will just be a dummy skeleton to rig characters against & to animate with. However, to export animations with it you will need the updated plugin archangel & I have been working on.

  3. I'm currently working on a recompile of the JKA humanoid GLA to have the bones that were omitted at compile time. This is ideal for total conversion mods, to add a bit more realism to their characters. The new bones will include:

     

    - All 5 fingers, along with the "j3", "mc5" & "mc7"

    - Seperate eyebrow bones

    - Tarsal (toe) bone

    - Extra lip bones (ie lblip1)

     

    This brings the total bone count to 85. What I have not done, is create new bones. This is just adding existing bones back. Also, no animations have been altered.

     

    I will be recompiling all base models (that we have the root.xsi source for) to work with this new GLA, but they won't be re-weighted to use the new bones. This is just to ensure JKA's base models can use this GLA. Any models not recompiled against this GLA will not work properly ingame as there will be a bone count mismatch.

     

    I will also include a skeleton .max 8 file for people to rig models against. This will go nicely with the improved 3ds Max 6/7/8 xsi exporter Archangel & I have been working on once we release it.

    Mandalorian likes this
  4. As a complete amateur at modelling, I have to ask...what about the models is in desperate need of fixing? Maybe I've stared at them too long in ModView, but I can't see it xD

     

    The UVs could use work, especially around the seam lines as they are stretched. The arms are too thin, specifically at the elbow. The helmet shape is off a bit, a little too wide and too long. And if I remember correctly, Marz's models always have an overkill amount of tris with no LODs.

     

    In saying this though, it may not be the best likeness model-wise but is still pretty good.

    Mandalorian likes this
  5. Well Mr Wonko's blender tools work great. I was able to import the wampas gla file, and re-export it back out with it working 100%. So he knows his Ghoul2 by the looks of it, he might be able to get it to work for you. ;)

  6. I'm quite stunned by the progress of this, terrific job to all those involved!

     

    Question. Why not use a different model/animation format rather than trying to get ghoul2 going?

     

    It'd take some time, but it's totally doable to change over JKA's animations into a different format. So long as it has tools to export from 3ds Max/XSI Mod Tool that is.

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