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Tempust85

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Everything posted by Tempust85

  1. Not all, only the JKA animations. The JO animations are 3.0. But still Mod Tool should export the same as XSI 2.0 yeah? I also got jitter when I compiled using a Mod Tool exported animation. All I can think of is that Raven were using a different carcass, a better version.
  2. Jittering was never present in 3ds Max, and it's not present in Mod Tool (using crosswalk). Jittering is in modview or when I import the .XSI animation into Mod Tool/3ds Max which was exported using your .XSI exporter. Doesn't matter if I bake the JO animation onto the 'game nulls' or just leave it constrained, I get the same result inside modview. I always get jittering in some form with any animation I make. I think it's either the XSI format or ultimately the Ghoul2 format compressing the shit out of everything. Does your exporter write out position keys when there aren't any keyed in Max? I'm grasping at straws here to find out what's going on.
  3. I would if I could lol. @@Circa ?
  4. Tried with and without interpolation enabled. No jittering inside Max or Mod Tool.
  5. The model itself used here is ported for the most part. It shares the exact same UVW layout as KoToR. The hands look to be JKA's though. Not at all trashing Omicron's work, just giving info about the model used here for JKHub staff.
  6. Tried putting JO Kyle's root.xsi and it made carcass crash. I then tried putting a copy of JKA anim source's root.xsi which compiled, but had a very different hierarchy to the base JKA models rendering them un-useable. Also, tinkering with the hierarchy in model.car and getting it to match JO's changed nothing in modview in terms of jitter.
  7. List of who is working on which level(s). Darkside maps are identical to the Lightside maps, but with different scripts & entities. Legend: Red = Unassigned. Green = Assigned. Last edited: 30th May 2018
  8. I'll replicate JO's hierarchy for JKA and see how animations such as both_wind go.
  9. Looks good but Is that the ported model?
  10. Yeah I've always used the Max 6/7/8 .XSI importer, don't have Max 4/5 anymore. I believe that my issue is to do with the imported JO GLA nulls, and not with your exporter as I once thought so my bad on that one. You should experiment with exporting complex animations and see if there's any jitter in that XSI viewer, to rule out your plugin.
  11. Seriously though, we shouldn't have to dive through SoF2's SDK just to find help for JKA's tools. Everything we need and all the documentation should be with JKA's tools that Raven released, guess they were either lazy or did a rush job.
  12. Let me elaborate more on my scene. I have the imported & cleaned up root.xsi nulls which I have the imported JO GLA nulls contrained to. I have used keep original offset for both position & rotation. I thought the constraints could be a cause, so I baked the animation to the root.xsi nulls and it still exports the same - jittery in places.
  13. I still think getting MD3view to convert FBX/OBJ to MD3 would be the best route.
  14. It's just the imported root.xsi just cleaned up (removing duplicate objects).
  15. I imported it into Mod Tool and the jitter matches what I get in modview & 3ds Max (imported).
  16. @@Xycaleth It seems less likely that both the 3ds Max .XSI importer & carcass are doing something funky and not the 3ds Max .XSI exporter. @@Archangel35757 The JKA GLA & the JO GLA have ROOT at the bottom.
  17. I haven't played Baron's Hed in years, so I also don't know what it should look like. @@Trank I load up the JK1 level I'm working on in JED and use it as a 3D reference while mapping in radiant. I find this much easier than flicking through numerous ref pics or gameplay videos. You may find this helpful as well if you own JK1.
  18. The first modder I respected, not just through work but also as a person. Aliases: Infinity Blade, IB Area of skills: Modeller, Texture Artist, Character Rigger Brief list of accomplishments: Helped his brother Hapslash get characters in-game, managed The Void. Examples of contributions: Mercenary Kyle, modview sabers Comments: Infinity Blade is the brother of Hapslash. His skill (from my point of view) was the rigging of characters & knowledge of modding JKA. Others may know of his other skills though. A lot of people (including myself) bugged him for hours about how to weigh characters better, and he was always helpful. Heck, he even gave me his own JKA skeleton .max file he used. I still use his modview sabers to this day. He was also admin of The Void if I recall correctly. Infinity Blade passed away in 2011, but he will always be remembered online by those at The Void & by those he helped.
  19. Aliases: Hapslash, HS Area of skills: Modeller, Texture Artist Brief list of accomplishments: Single Player & Multiplayer character models + weapons Examples of contributions: EPIII Dooku, EpIII Obi-wan Kenobi, EPII/EPIII Anakin Skywalker Comments: Hapslash is perhaps one of the 'greats' in the community when it comes to models of characters or weapons. Hapslash made his models, then passed then onto his brother Infinity Blade who rigged them superbly by hand. Would be good to see Hapslash back.
  20. I've only tested with map MD3's & GLM player models, not any weapons.
  21. Everyone please post your contact info. Name: DT Team Role: Project Lead Skills: 3D Artist, Animator, UI Artist, Level Designer, Level Scripter, Movie Converter, Beginner Programmer (tbh all I do is very small tweaks & compile the code ) Steam ID: >DT< Email: tempust85@hotmail.com MSN/Skype: tempust85@hotmail.com Name: minilogoguy18 Team Role: 3D Artist/Animator Other Skills: N/A Steam ID: vader_hater Email: minilogoguy18@gmail.com MSN/Skype: alex.ball86 Steam would probably be best for communication. Name: Trank Team Role: Level Designer Other Skills: N/A Steam ID: N/A Email: tomasrg@sbcglobal.net MSN/Skype: N/A Name: ZeroRaven Team Role: Level Designer Other Skills: N/A Steam ID: N/A Email: N/A MSN/Skype: N/A Name: AshuraDX Team Role: Texture & 3D Artist Other Skills: N/A Steam ID: ashuradx Email: N/A MSN/Skype: ashuradx Name: Spook Team Role: Level Designer Other Skills: N/A Steam ID: N/A Email: matijanonkovic@hotmail.com MSN/Skype: matijica.nonkovic
  22. In my level, I've kept to the original mostly (moreso lately) but added some of my own ideas. I encourage the same sort of thing for all the levels, so we don't end up with a carbon copy of the original game.
  23. If MD3View could import some format like FBX or OBJ along with a .skin file and convert it to MD3, it would solve everything.
  24. I'm wanting to redo all the backgrounds at some stage. If someone here at the Hub would like to try their hand in the recreations, by all means.
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