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Tempust85

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Everything posted by Tempust85

  1. I always get funky shadows, whether I use smooth groups on the low poly or not.
  2. 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.
  3. 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.
  4. 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.
  5. Update: Low poly world model. Normal map + AO bake + basic colors.
  6. 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.
  7. 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.
  8. I'd rather saber crystals & holocrons for upgrades than force points.
  9. 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.
  10. Is there a place to upload finished content for either JO or JKA?
  11. Update, along with better lighting:
  12. 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.
  13. 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.
  14. I will soon. I also will be making a higher quality first person model.
  15. 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.
  16. Only thing I can suggest is upload the model + textures + shader and see if we also have the same issues.
  17. Tris: 1,535
  18. Still needing a fix for 'holes' in Ghoul2 models.
  19. 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.
  20. Would be really great to have a better 3rd person camera for AT-STs, I always find it so hard to see lol.
  21. 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.
  22. 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.
  23. 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.
  24. There's more than enough artists around here ready to take rend2's features and use them.
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