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Tempust85

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Everything posted by Tempust85

  1. Really? Hmmm. Well they first made it so you had to have an account, then they capped how many images you can have for free which blows.
  2. It could be an issue per-player-model, as you can adjust tag positions when creating a character. Could also be an anomaly with some animations where the tag bones jitter, but I'm just providing ideas at the moment.
  3. I still think you should just make your own facial bone set, rather than using what's in the JO skeleton. But since I doubt you will: - Use 1 bone per mouth corner, having 2 bones there wouldn't give any benefit. - I don't know about you, but I can't move the tip of my nose so ditch that one.
  4. I hear you can import a GLM into Blender, edit it, then export it back out as a GLM with minimal fuss.
  5. Yes 1. Was on JAcoders pretty much when then source came out 2. Was a little difficult early on, but that was before I figured out cmake 3. No 4. Merged renderers for MP/SP, ghoul2 viewmodels, needs more rend2
  6. JKA Improved should make Rosh's death a lot more gruesome to give the player a decent level of satisfaction.
  7. They could have spent their time animating rather than regargeting KOTOR animations to whatever skeleton they use.
  8. I'm still quite sick, no idea when this will be started.
  9. Picture of the week
  10. Ok, I'll check it out once I feel better probably tomorrow.
  11. I sure hope the movies.
  12. The head appears to be larger in proportion to the body. I dunno, I'm currently sick so I may be seeing things. :/
  13. Not sure why, but it looks like Jango's head on a cosplay kids body.
  14. As soon as the model is finalised and textured, send it over and I'll get to work.
  15. Maybe the odd job here and there, depending on time.
  16. Only issue I see with having higher detailed faces is the vertex limit per object.
  17. This is pretty cool.
  18. I just want to say that @@Archangel35757, brilliant work at getting this plugin ported.
  19. Give me an amount of anims you're wanting and I'll let you know if I have some time.
  20. @@Archangel35757 Well the last 3ds Max 32bit version was 2013 I believe, 2014 is 64bit only. Well that sucks about Crosswalk, but understandable seeing as they are dumping XSI. EDIT: Managed to batch export 14 files successfully, and the animation I tested with before still is identical to what is produced using 2011.
  21. Damn. Well I guess you could disable the batch export until a later date.
  22. Your method sounds fine to me, if I understood it correctly. Just remember that sabers are small, so they don't require a whole lot of detail mesh-wise. My rule is: the smaller the object, the less tris you need while larger objects could use more tris. I'm pretty sure sabers can have LODs, so: LOD0 (original mesh) = 1,000 tris LOD1 = 500 tris LOD2 = 250 tris Numbers don't have to be spot-on, but around these values.
  23. On my phone atm, but it looks fine to me.
  24. Yeah, so what you want is the Editable Mesh total. Vertex count will increase somewhat due to the mesh splitting at the UV seams.
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