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Tempust85

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Everything posted by Tempust85

  1. Stencil shadows are sh!t. They look horrible on the player models themselves and they sometimes produce shadows in thin air (was on a ledge and the shadow didn't 'stop' at the edge, but continued). What MB2 has in terms of shadows is much better and should be put in to replace stencils in the vanilla renderer. P.S Needs more rend2.
  2. It's already at 2048x. The gun can be moved.
  3. Ghoul2 viewmodel: Still need to make actual animations & increase the model quality.
  4. So does this mean DF1, DF2, JK2 & JKA need to have this kind of design to 'fit' into the new post-episode VI universe? Hmmm......
  5. I mean a physical way to reload. An example is this weapon, the imperial repeater.
  6. Ya but rend2 is more important.
  7. It's hard when they are named the exact same. Best thing you could hope for is Modview to do what the game does for JK2 models - convert them over to the JKA _humanoid via a conversion table. You won't be able to see any JK2 animations, but at least then the JK2 model will load on the JKA _humanoid.
  8. I haven't actually set up a CAT rig yet, all I'll need is the face_always_ null & your other facial nulls. This way I can snap your face_always_ null to my face_always_ null to have 100% correct placement for all the incoming facial nulls. Sof2 compatibility isn't needed, just create your own where you want them and make sure they don't use the same names as any facial nulls present in the JKA animations. You could put say "ltlip1_new" or something. Would be best I think to create new tail nulls as the current ones have some crappy animations and I'm not going to go through them all just to remove the animation data from the tails.
  9. The thing is though, not all weapons have a spot to pull out a cartridge and shove a new one in. What about you press reload and it just recharges your weapon with no actual cartridge swap? There would be a recharging animation of course.
  10. Not unless you can get them into dotxsi 3.0/3.5 format somehow. @@Archangel35757 I completely forgot about your facial rig, my bad. I won't be adding any new bones, just bringing back omitted ones that are still present in the animation source. From what I understood, we would have your new facial bones in the main _humanoid GLA but put the expresssion animations in a separate GLA?
  11. I vote for that horse that Boothand made.
  12. Looks like a decent Luke Skywalker to me.
  13. Just going to use a different mesh for each renderer, the normal map looks horrible with smooth groups.
  14. Need more people working on it, Xycaleth is pretty much on his own.
  15. I use 2014. I can reweigh the head no probs if need be.
  16. @@eezstreet Will JK:Enhanced assets be needing any vanilla renderer compatibility? If so, I need to fix that model as AshuraDX said.
  17. I could slap it onto my Jedi HM.
  18. Walrus men and Devaronians would be a nice addition. @@Psyk0Sith :D
  19. Update: Specular looks better when there is moving light.
  20. Trial and error I suppose.
  21. The view model version will have larger texture maps (2048x) and a higher quality mesh at around 2500 tris for rounder cylindrical objects mainly.
  22. Update: Diffuse + Spec (only a light amount, with it really shining on the chips) + Normal Map
  23. The bounding boxes are sh!t. I remember struggling with that Kryat dragon for JKG a while back, it only wanted to do a wide & height so it sucks for models with a rectangle kind of body. We need better collision, ie using the last LOD (not the lowest LOD as even it can be simplified further for collision only).
  24. I did the photosourcing, yes lol. I can't paint skin worth a damn so I photosource heads. It seperates? Damn, I must've been high when I made it or it's a weighing bug. Either way, I don't have any source files for it so no fixing it. I might one day redo it, but most likely when rend2 is ready.
  25. Yeah that's my model circa, plasma did the textures except for the face.
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