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Tempust85

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Everything posted by Tempust85

  1. If so, then I can recompile it for Maya 2014. How did you get those? The source code was released but because the softimage site is gone, it's forever lost.
  2. I bet you'd be able to convert this plugin to Maya. There's different ways of doing things for Maya plugins that you'd need to change, but I reckon you could figure it out. Will you think about it? Could be cool.
  3. It's a good deal to get full access to an engine + monthly updates for a minimal monthly fee. However, I don't see many free game projects doing this like MB3.
  4. This skeleton was transferred from Max and I don't know how you'd go about making a null skeleton. What I'll do is put labels on everything that is a bone.
  5. 2) Can you break the limit of 1000 verts? IF (and I say IF) this limit was removed from the game, you would only have this benefit from using Blender as it's a direct GLM exporter. Carcass has the same limit, but we don't have the source for it so it can't be removed. We would love to have carcass's source code for many reasons, this is just one of them. 3) Currently, the compilers used to get models into SOF2 (XSI exporter) mess up the smoothing. Is there any way to fix it? Like minilogoguy18 explained about the UV boundaries. Can you please provide a comparison pic of what you have in your 3d package and what it looks like when converted? Also, what program(s) are you using to export to dotXSI?
  6. If only raven would cough up the source, then Maya could even export files for carcass. Can someone please ask them again, now the dust has settled?
  7. I'll be sure to bug him if I need some help. Only thing though is the lack of plugins for Maya, which you'll always need another program. Corto would probably beat me in Max knowledge when it comes to rendering, physics, CAT and some modifiers. Other than that, I'd say I'm quite knowledgeable and I'm quite proficient in making models/animations for JKA.
  8. Version 2.0

    241 downloads

    *************************************************** JEDI KNIGHT III : JEDI ACADEMY UTILITY *************************************************** Title : Maya 2014 Jedi Academy Skeleton + Tags Author : DT File Name : DT_JKA_Skeleton.zip File Size : 232 KB Date Released : March 20, 2014 Description: ---------------------------------------------------------------------- Maya 2014 Jedi Academy Skeleton with Tags. This is intended to be used with Noesis. The tags are weighted, but unlinked as there is no character model included. Scene units are in inches, and the up axis is Z. Included are both binary & ascii versions. Be sure you export with Z axis up in the FBX export options. Known Bugs: None Please let me know of any issues, and I'll try to fix them but I know next to nothing about Maya. ====================================================================== THIS UTILITY IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  9. Exported from Max, imported into Maya 2014 then exported: Everything looks to be in working order. I'll see how much Maya I know to get a Maya JKA skeleton + tags for you guys.
  10. I would use Maya, but I just can't figure out the damn interface. :\
  11. misc_model & misc_model_static look the exact same, it's Ghoul2 that doesn't appear to receive light the same way as misc_model_static. When an MD3 has sun on it and I put a Ghoul2 in the same spot, the Ghoul2 is shaded in the areas where the sun is directly on it.
  12. @@Xycaleth misc_model & misc_model_static produce accurate visuals (just don't use modelscale with the misc_model_static or normal maps won't appear). Ghoul2 looks better than what it did with r_sunlightmode 1. Using r_forcesun 2, ghoul2 npcs/player models don't seem to receive light the same way as a misc_model_static does. I would have though that all loaded models receive light the same way?
  13. //q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation?> <deviance?> <shadowamount - 0 too dark, 1 too light> q3gl2_sun 240 238 200 50 195 75 3 0.5 //q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax> <autoExposureMin> <autoExposureMax> q3gl2_tonemap -5 -1.5 0 -2.0 2.0 q3map_skylight 50 16 q3map_lightimage $whiteimage Add in this code, just tweak the values to your liking.
  14. Try removing map $lightmap, and can you please post your sky shader so I can help you rend2-ify it so you don't need to use r_forcesun 1. r_sunlightmode 2 is meant to look dodgy with non rend2 maps according to the documentation, so I'm thinking it means a non rend2 sky shader.
  15. Make sure you don't have any blendfunc in a rend2 shader stage, and make sure r_sunlightmode is set to 2 in the console.
  16. I'm loading up an MD3 as you normally would for a misc_model / misc_model_static. The shader should be able to be applied to it, as it works fine in ioquake3. But it's not just the shader issues, it's also the model angle not matching what you see in radiant. It matches fine in jamp.exe though.
  17. It looks great to me so far. Just keep close to what is seen in the videos.
  18. Can someone please verify that adding a .shader / .mtr to an MD3 misc_model / misc_model_static doesn't do anything? Tried to in both rend2 & vanilla renderers, which leads me to think that MD3 has been broken somehow. Also confirm that the MD3 model angle is borked, as in it doesn't face the same way as in radiant/jamp.
  19. That must be why I'm having issues in 2011. Damn, hopefully you'll be up and running again soon.
  20. For shapes that require a fair amount of detail, it's best to use misc_model. I use 1.5, because the 1.6 I've tried recently is missing things from the ui rendering it unusable.
  21. Your cloth sim turned out better than mine judging by that video you posted a while back. If you like, I can set up your bones, then hand the file back to you.
  22. So is that why JKG is hardly worked on anymore, because it claimed to break limits?
  23. This is more closer to HL2 in 2007 than anything else.
  24. No crashes whatsoever. Try adding an icon_default.jpg for the model, it could just not like being loaded via console. EDIT: Moving the entire timeline? You're nuts lol. All you need to is: - Import the noesis FBX at frame 1 - Then you go the very end of the timeline and set the last frame as your skin pose - Go back to frame 0 where it's blank and do assume skin pose. Make sure you create keys on every bone - Now that the root pose is sorted, move the start frame to frame 1. What max do you use? If it's 2010/2011, I can do this for you If you're having problems.
  25. Just use archangels skeleton as your "game bones" which you constrain to the imported JKA GLA bones.
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