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Tempust85

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Everything posted by Tempust85

  1. I hear you can import a GLM into Blender, edit it, then export it back out as a GLM with minimal fuss.
  2. 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
  3. JKA Improved should make Rosh's death a lot more gruesome to give the player a decent level of satisfaction.
  4. They could have spent their time animating rather than regargeting KOTOR animations to whatever skeleton they use.
  5. I'm still quite sick, no idea when this will be started.
  6. Ok, I'll check it out once I feel better probably tomorrow.
  7. The head appears to be larger in proportion to the body. I dunno, I'm currently sick so I may be seeing things. :/
  8. Not sure why, but it looks like Jango's head on a cosplay kids body.
  9. As soon as the model is finalised and textured, send it over and I'll get to work.
  10. Only issue I see with having higher detailed faces is the vertex limit per object.
  11. I just want to say that @@Archangel35757, brilliant work at getting this plugin ported.
  12. Give me an amount of anims you're wanting and I'll let you know if I have some time.
  13. @@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.
  14. Damn. Well I guess you could disable the batch export until a later date.
  15. 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.
  16. On my phone atm, but it looks fine to me.
  17. Yeah, so what you want is the Editable Mesh total. Vertex count will increase somewhat due to the mesh splitting at the UV seams.
  18. 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.
  19. 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.
  20. 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.
  21. Overuse of tris, proportion inaccuracies & some UV stretching issues. But still, it's the only ones we have so can't complain too much.
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