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Everything posted by Tempust85
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I always get funky shadows, whether I use smooth groups on the low poly or not.
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Yeah, I've also noticed models are lit more from the back. There must be something like a fake light in the code coming from the player's view.
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Yep. I'm going to also add a cavity map and see how it goes. The normals were baked in Max as Xnormal never behaves for me when it comes to normal maps.
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I usually just look at other models like the howler and see how long their frames are incase there's a set length in the code or something. You're using a later version of max yeah? I suggest a CAT rig as a shadow rig with the 'ingame null bones' binded to it.
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Update: Low poly world model. Normal map + AO bake + basic colors.
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It's the JO imported nulls, but I'll be adding my own facial bones (while keeping the old ones for compatibility). Right now, the new GLA has: - all of JKA's animations - the JO animations I converted months ago - all 5 fingers with 3 segments - 1 toe bone each foot - removed tail bones as they are useless - both rhang & lhang bones I just need to sort out the facial bones, then animate them. Once I have a user-friendly rig, I'll upload it so others who animate in 3ds Max can start. EDIT: Regarding the new facial bones - in order to use a cutscene GLA, the bones must match. I will be animating the new facial bones, but only the stock animations (smile, talk, etc). Anything else (shocked, poke tongue, rage face, etc) can be used in a cutscene GLA if they aren't required more than once throughout the game as cutscene GLAs are level-specific.
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I wonder if it will be as easy as just rigging female chars to a different GLA that is a copy of the base one but with some femine anims. For all animators: Any changed/added animations must be 3.0/3.5 dotXSI files and made in either Modtool or 3ds Max. The GLA is being compiled using the anim source files and I'll be adding all fingers & the toes back, while also adding new face bones (keeping old ones as well for compatibility). Using any other software including Dragon, Blender & GLAmerge will make your work incompatible. @@minilogoguy18 You'll need to make sure your ModTool rig includes the toes & all 5 fingers with all 3 segments from JO. You won't need to worry about the facial bones though, just keep the JKA ones in yours.
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I'd rather saber crystals & holocrons for upgrades than force points.
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I personally would like crosshairs per-weapon & per-attack. Like for the bowcaster, you'd have 1 crosshair for the primary & and another crosshair for the secondary visible only when charging the shot.
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Is there a place to upload finished content for either JO or JKA?
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Update, along with better lighting:
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I'd like to see rgb boxes in the menus. Also don't forget, I have my Jedi hm improved pack with robes and more heads.
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ALOT lol, that's the high poly model I'll be baking details from for the ingame models. Finer details will be done in photoshop.
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Highpoly:
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I will soon. I also will be making a higher quality first person model.
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I will for the big parts to get things nice and smooth, but smaller details I'll just use ndo. Will be sitting for hours otherwise lol for the same result.
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Only thing I can suggest is upload the model + textures + shader and see if we also have the same issues.
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Tris: 1,535
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Still needing a fix for 'holes' in Ghoul2 models.
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Try this: models/players/<blah>/<blah> { { map models/players/<blah>/<blah>.jpg rgbGen lightingdiffuseEntity } { stage normalmap map models/players/<blah>/<blah>.jpg } { stage specularmap map models/players/<blah>/<blah>.jpg specularReflectance 0.5 specularExponent 16 } } It's different for Ghoul2 models.
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Would be really great to have a better 3rd person camera for AT-STs, I always find it so hard to see lol.
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Damn those run & walk anims are so jittery. @@minilogoguy18 You probably know this, but you'll need to make sure the new bones have the exact same axis as the original due to the code.
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While that works for SP, I doubt it would for MP. I've tried to load models that use their own GLA & the game has a sh!tfit lol.
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I thought silverfang or someone else were working on JK2 guns. If need be, I can throw my hat into the ring and make some.
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There's more than enough artists around here ready to take rend2's features and use them.