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Tempust85

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Everything posted by Tempust85

  1. I use 2014. I can reweigh the head no probs if need be.
  2. @@eezstreet Will JK:Enhanced assets be needing any vanilla renderer compatibility? If so, I need to fix that model as AshuraDX said.
  3. I could slap it onto my Jedi HM.
  4. Walrus men and Devaronians would be a nice addition. @@Psyk0Sith :D
  5. Update: Specular looks better when there is moving light.
  6. Trial and error I suppose.
  7. The view model version will have larger texture maps (2048x) and a higher quality mesh at around 2500 tris for rounder cylindrical objects mainly.
  8. Update: Diffuse + Spec (only a light amount, with it really shining on the chips) + Normal Map
  9. 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).
  10. 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.
  11. Yeah that's my model circa, plasma did the textures except for the face.
  12. I always get funky shadows, whether I use smooth groups on the low poly or not.
  13. 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.
  14. 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.
  15. 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.
  16. Update: Low poly world model. Normal map + AO bake + basic colors.
  17. 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.
  18. 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.
  19. I'd rather saber crystals & holocrons for upgrades than force points.
  20. 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.
  21. Is there a place to upload finished content for either JO or JKA?
  22. Update, along with better lighting:
  23. 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.
  24. 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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