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Everything posted by Tempust85
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Yeah I see what you mean. The proportions of the howler is thin, while the Kell dragon looks to be alot more wider. No biggie, just a bit more work for me to do lol.
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I haven't seen splitting anywhere on any models in: - source engine (MDL format) - UDK (FBX format) - Quake 4 (MD5 format) - any COD game from MW1 up (no idea what format) - SWTOR (no idea what format) So not sure what AAA engines you mean. Maybe when using smoothing groups in formats that support it, the splits don't occur. Otherwise, we would see splitting all over the place when around lights in games (like my alora pic).
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I talked with Xycaleth on IRC and he might have an idea of what to do, but it's pointless until we can get animated models + animations running through the converter. After everything is working, I'd like to have XSI 3.0/3.5 file processing so we can still work with the Raven source files otherwise it will be a BIG job to have to convert them all to FBX.
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They could have made things a little more realistic this time, very disappointed with the visuals. The Stormtroopers look like extremely sad bobble heads. P.S Tarkin blew up with the 1st Death Star. Overconfident bastard.
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@@Xycaleth The FBX file I sent you last of my Stormie should be ready to go, it just has it's own animation that I use for testing purposes.
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I'll post this here incase you lose the pic: UVW edges defining model surface continuity, for those who don't get the pic.
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Its not all that great, I personally rather radiant. It's too easy to make a brush and texture it than having to unwrap a model made in a 3d package.
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So wait, are you making EVERYTHING as misc_model/misc_model_static instead of brushwork?
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And here we are folks! Proof that there will be something worse than the StarKiller storyline: http://www.superherohype.com/news/articles/179745-nycc-star-wars-rebels-villain-the-inquisitor-revealed P.S They MUST kill this douche off before the start of EP4 so Tarkin will be correct in what he says. To make this guy live beyond EP4 would be disrespect to Tarkin.
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Yeah I didn't export them as I think you said not to at one point lol. Ideally I'd at least like to have the ability to have the entire object completely smoothed with no splits/breaks/hard edges along the UVW island edges. I can send you another file whenever you want to give this a go, just let me know.
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I was thinking of using some of the howlers animations and using the class which the gran boxer uses, he comes after you like a hungry person after hot cakes. But I'll also be adding/replacing a few animations.
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@@Xycaleth One thing I'm curious about. If/when this compiles characters & animations, would it be possible to update the Ghoul2 format to allow smoothing groups? I've noticed it currently smoothes surfaces by how the UVW map islands are made which causes splits/breaks in the smoothing of objects. While it is tolerable in most of the time, it can sometimes be quite troublesome when trying to have the best lighting on your model. That, and it will look pretty bad IF (and I say IF, because rend2 isn't a sure thing to work) at some point there are normal maps in JKA.
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Still needs to have the brown made to look morel ike leather, and not super rusted metal.
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I agree with the JKA jump over the DF2. Now can we please stick to the topic of the level?
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I could have it so Kyle purchases one from a nearby merchant.
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There's a Kell dragon in DF2? Anyways, not that hard to make a new skeleton + animations but I'll probably just strap it to the Howler GLA.
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Matrix16Ortho(0, 640, 480, 0, 0, 1, matrix); This works, but if you change the resolution then the screen will become black. If you restart the game however, the resolution is resized and working. Also, rend2 is still using the "scripts" folder to look in for shaders.
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Oh wicked! Just noticed this thread, awesome!
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Reading the Dark Pastime's recent posts, it got me thinking. I LOVE driving, so why not slot in a swoop bike level somewhere? Ideal scenario would be: Kyle lands on the outskirts, and must 'bike it in' to where he needs to go. Of course he won't have any force powers/lightsaber so there probably won't be any combat, just dodging alot of terrain and jumping etc rofl. I was thinking maybe just before level 3 Katarn Residence? What do you guys think?
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Interesting, I'll give it a go at some point. -
character HUMANOID SKEL PLAYER: Kyle Katarn
Tempust85 replied to Tempust85's topic in Dark Forces II Mod
There will be a fresh Kyle model made when I've finished those levels. -
The renderer is made modular, so each renderer is seperate (including their features) and gets compiled seperately into their own dll. Then you simply type in a console command to switch renderers and restart the game.
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I doubt it's been changed from base JKA, but anything's possible. At least if you go OpenJK you can edit what you want provided you know how lol. I don't think you need to ask, you just need to make your code freely available. If all else fails, have a SP model (using the custom GLA I mentioned) and a MP model using the standard player GLA.
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I *think* you can have custom GLA's for each model, just that its coded to run off _humanoid/animation.cfg and no other. Been a while since I mucked around with this sort of thing, last time was a few years ago for JKG.
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If it were me, I'd strap him to the JKA skeleton. His mechanical arms and legs of course weighed to the arms and legs bones, then add bones for his actual body to move in a few custom made animations. This way you don't need to redo a hefty amount of animations, just a few that you want his flesh body to move. Add new mouth bones and have him run off his own GLA. To nail down how he walks and attacks, you'd of course need to redo some animations but as I said this method will take care of the bulk.