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Tempust85

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Everything posted by Tempust85

  1. Ah crap I knew I forgot something...... I just wanted to see what others thought of how he looks in the Clone Wars.
  2. There's 0% JKA modding support for Maya and probably won't be for a long time, if at all. I guess it's Blender for you guys if you want to still mod JKA. Max may have been a bit primitive in the past when it comes to animation and modelling tools, but it's come a long way in recent years and isn't as bad as you two make it out to be. Everyone has their own preference for software.
  3. Maya plugins use C or python, so you'd have a better chance at XSI/MD3 exporters.
  4. It does due to the FOV which makes the head look wider than normal. I posted that view to show off the clothing.
  5. Update: self illum 50%, front view in Max so things look a tad wider than normal.
  6. I won't be able to test 2011 64bit plugins, my installation crapped itself.
  7. Update: 50% self illum.
  8. Yeah, converting spaces into underscores is the best thing to do here. I wouldn't say its standard practice to have no spaces in your Max filenames, everyone I know of always use spaces.
  9. It spawns fine for me, no issues whatsoever.
  10. This shouldn't be too hard hopefully. Could probably use one of the existing "flying" NPC classes, and do melee animations.
  11. The only thing I can see that has been changed for Max is the fact there is no new 32bit versions coming out. They should at least keep licensing alive, or add a patch that makes it a legal free version.
  12. I guess cracks would be the last resort.
  13. That's a list of things I've noticed which includes EVERYTHING I have noticed, mentioned before or not. I'm not going to dive through the thread just to see if something I've noticed has been mentioned before. The last mention I saw of it was December 2013, and anything could have been fixed between then and now that I may not know.
  14. Yeah, it seems to work fine but Almighty Gir will know for certain if his model looks correct. I know most of these I've mentioned before, but here's a list of things I've noticed: - MD3 misc_model_static aren't using shaders at all (I thought this was a normal map issue, but it's completely not caring there is a shader for a texture it uses) - Level textures aren't having any specular applied to them - Grass on Yavin is flat and not standing up - Some shader animations aren't working I'd like a guide to getting cubemaps to work. So far, all I've found out in the code is that you need to have misc_cubemap entities.
  15. If Softimage & 3ds Max (if it gets discontinued as well) cease to work in the future, then we will need Xycaleth's FBX2GLM more than ever just so we can export from Maya. I'm going to download the latest Maya and see if the UI is still painful to use.
  16. Even though Maya's UI sucks major balls, just like Blender's UI. If they drop 3ds Max and for some reason I can no longer run it afterwards, then I will quit modding. The only thing that will get me to use Maya is IF they have a massive UI update for it.
  17. Don't forget specular, even if there's only a hint of it. You should do a high poly bake, then use dDo2 for the diffuse.
  18. I'll just drop this Ghoul2 Maul head right here: Diffuse Map + Normal Map + Specular Map + specularReflectance & specularExponent in the shader.
  19. Wait until it's finished, you will want it more.
  20. People use CAT rigs nowadays instead of CS biped, though I still use CS biped because I haven't come across a situation where using it is hindering the end result. CAT rigs are faster and easier to make than hand making everything, and you still get the level of customisation you want. CAT rigs are probably another feature brought over from XSI, but I dunno. Making your own is good, but in Max shit tends to break easy which probably isn't the case in XSI. Someone should upload Mod Tool to JKHub so it's still around.
  21. If Maya is all that's left, I'm going to quit modding. Side note: What's bad about 3ds Max's animation tools? I haven't had any problems doing what I want to do.
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