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Everything posted by Tempust85
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Attaching a "Kama" to a clone trooper
Tempust85 replied to JAWSFreelao's topic in Modding Assistance
I hear you can import a GLM into Blender, edit it, then export it back out as a GLM with minimal fuss. -
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
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JKA Improved should make Rosh's death a lot more gruesome to give the player a decent level of satisfaction.
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They could have spent their time animating rather than regargeting KOTOR animations to whatever skeleton they use.
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I'm still quite sick, no idea when this will be started.
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Picture of the week
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Ok, I'll check it out once I feel better probably tomorrow.
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I sure hope the movies.
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The head appears to be larger in proportion to the body. I dunno, I'm currently sick so I may be seeing things. :/
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Not sure why, but it looks like Jango's head on a cosplay kids body.
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As soon as the model is finalised and textured, send it over and I'll get to work.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Maybe the odd job here and there, depending on time. -
Only issue I see with having higher detailed faces is the vertex limit per object.
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This is pretty cool.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
I just want to say that @@Archangel35757, brilliant work at getting this plugin ported. -
Give me an amount of anims you're wanting and I'll let you know if I have some time.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@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. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Damn. Well I guess you could disable the batch export until a later date. -
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.
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On my phone atm, but it looks fine to me.
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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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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.
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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.
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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.
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Overuse of tris, proportion inaccuracies & some UV stretching issues. But still, it's the only ones we have so can't complain too much.