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Tempust85

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Everything posted by Tempust85

  1. If you want to use parts of my Stormtrooper for anything, you're more than welcome to it. I doubt you would need it, but giving you the ok anyways.
  2. Editable Mesh will give you a triangle total, which is what we want. I'm pretty sure the screenshot you posted of the totals was in poly's & not in tri's. No idea if GMax has a polygon counter like Max, where it counts everything no matter what Editable type you have for your object.
  3. You should get a base mesh going that everyone involved agrees on, then add armor to it. You don't need to make sure game ready models have just quads. You can include a few triangles for optimisation, so long as you keep the flow clean. If you're making a high poly model, then yeah you don't generally want any triangles. Anyways, I said tris because the game deals with tris.
  4. Overuse of tris, proportion inaccuracies & some UV stretching issues. But still, it's the only ones we have so can't complain too much.
  5. Editable mesh or Editable Poly?
  6. Need all new clone models. Someone (I don't, too many variations) who has the ability to do ALL the variants should totally do it.
  7. Please post the triangle & vert count.
  8. If you want them in JKA so bad, just retopo & bake the normals into the diffuse.
  9. Look at Maul's face, looks like he's blowing kisses.
  10. Well that confirms Darth Maul is gay.
  11. Brilliant @@Archangel35757 it works. The animation from Max 2011 & 2014 match exactly. Exported the same way that I do in 2011 - export selected.
  12. I think it looks good from what we can see in that shot. Next thing you know, it's light blue.
  13. Tempust85

    MBII

    Here's an idea I've been thinking of: MBII on OpenJK's rend2 could be MBIII, and dump the MBIII UDK in favour of MBIV UE4 which would be a non-Star Wars game that could be sold.
  14. Certainly getting there, good work.
  15. Not sure, will have to see how it goes I guess.
  16. How would lip sync work with the current cinematic scripts?
  17. So with a separate lipsync.GLA, can each model use its own lipsync.GLA for different bone layouts?
  18. Yeah, include the cranium bone in both GLA's then do a bone merge of the cranium bone in the code.
  19. New bones can be added in with a recompile of the JKA animations, I've done this a few times before. All you need is a new root.xsi that contains the model + updated skeleton & a 1 frame animation containing the new bones at the top of the animation list in the model.car file. I'm sure @@minilogoguy18 could handle this. But hang on, can't we just use vertex animation like source engine?
  20. Tempust85

    MBII

    All I've read on the forums is that they are whining about the open source part.
  21. I'll be aiming for an absolute maximum of 9k for characters, with the exception of complex models such as the T-800 which will easily hit over 10k with all the pistons etc. All of these will have 3 LODs, so it shouldn't be an issue. Toshi managed to make his Arnie model hitting just over 5k, which was made for source engine years ago. I'll probably increase the detail in some areas, but overall it doesn't need to be changed.
  22. That could be quite possible. I'll see if I can grab a 2013 trial.
  23. ModDB site is now up: http://www.moddb.com/games/ta-game
  24. Check your email, it crashed. Tried in 2014 though. I suggest you grab a trial of 2013 and verify it will export, otherwise it's going to be a long journey to get it to work lol.
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