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Tempust85

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Posts posted by Tempust85

  1. I just found this: http://sourceforge.net/users/sfhgp

     

    This guy has:

    • .GLM Importer (2.5, 5.1, 9, 2010, 2011)
    • .MAP Exporter (5.1, 2013)
    • .MD3 Importer - Beta (2.5, 5.1, 9, 2010)
    • .BSP Importer - Beta (9, 2010)

    This stuff was updated this year so there may be more to come, anyways enjoy this little find! :D

     

     

    EDIT:

     

    The GLM importer isn't in english, but it does work properly. Imports all tags, caps and model parts. I'll see if I can edit the plugin (without recompiling) to be english. MD3 Importer only imports the model, not any tags. BSP Importer appears to work fine, though every triangle is it's own element.

  2. Precisely. :)

     

    Though now thinking about it we would only be able to have the face as MD3 as the bolted MD3 mesh can only inherit the movements of the bone it's bolted to - aka we can't have cranium & cervical movement in an MD3 due to no bones. So in the end, we would have the entire model with a hole where the face goes as GLM, and the entire face all the way along the jaw as MD3 or we could replace the entire head from the jaw line up. ;)

  3. MD3 worked in Quake 3 but it's very different here for JKA as there are a sh*tload more vertex animation frames that you'd need to have. I don't see how this can possibly work, it would end up bogging down the game's performance as Xycaleth pointed out. Only way I can see any cloth moving is just add new bones to the GLA and strap those bones to a cloth simulation. Either that or just find a way to get cloth sim in-game, which would require an experienced coder & an appropriate licensed physics engine to incorporate into OpenJK.

     

    However, what MD3 could be used for is bolting a head onto a model and have vertex facial animations. Only need a handfull of expressions. ;)

    Psyk0Sith and Archangel35757 like this
  4. Each model would only need to be recompiled IF they need to use the new bones, otherwise I can whip up a conversion table to make JKA compiled models work with your new skeleton provided all the other bones are the same. I coded this in OpenJK (unreleased) for my own skeleton. ;)

     

    Just remember that carcass won't like any position bone data from your new bones if you compile against any other .xsi files that have none of those bones. GLAmerge is a workaround.

    NumberWan likes this
  5. As for SDK's, I don't have Max 2009 or 2012 ( ...and Max 9 works in Max 2008). I can try to compile it for Max 2013.

     

    I was waiting to see if you had any issues/conflicts in the writeBipPosData change I incorporated into the Max 2010 plugin. The only thing I'm waiting on now is to see how "Export Selected" works with my Blended FK/IK & Reactor rig... if I need to fix anything there. I've finally gotten back to working on the rig... so when it's finished I'll test the "Export-Selected" feature.

     

    writebipposdata works perfectly. ;)

  6. @@Psyk0Sith, if you do any updates with Haps models would you consider adding hips and a non-tunic style top please?

    I don't think (but I could be wrong) that Hap put a actual pelvis on his legs in order to reduce clipping.

    A plain torso such as a bodysuit, t-shirt, baggy-shirt, and etc would allow for more customization and rp potential. It would be much easier to had a Cade Skywalker type of character that way, a disguised jedi, or even just a dude.

     

    @@DT85, if you do anything with Toshi's luke would you look at rewieghting him please? I like the model a lot but the fact that his right hand holds the saber a little slanted drives me crazy to the point I don't use it. 

     

    Re-weighted with fresh tags. Just need to upload it and get you to test it. ;)

    katanamaru and Circa like this
  7. I was going to move out soon anyway, but I couldn't go up and down stairs in my unit while my knee repairs itself and a while after that so I'm back living with parents until my knee is strong enough which is only another 4 weeks. :)

     

    Now Qui-gon keeps floating in my head to make, so I probably will do it after I finish the stormtrooper. ;)

     

    Oh interesting, I didn't know he released his source files. Toshi gave me full permission to do whatever with any of his creations which could prove fun in the long run and those files may come in handy. :D

    Circa likes this
  8. What kind of models did you make? You have nothing submitted on here. By the way, you had a WIP Qui-Gon didn't you? Any progress on that at all?

     

    Oh there was alot of crap I did, all on The Void (if it even exists anymore). Nothing that good tbh.

     

    Qui-gon is left as-is, but I may consider picking it up again once I get my PC & desk over here by tuesday next week seeing as I had to move out of my unit due to a patellar dislocation. :\

  9. I'm probably the best person to talk about this as when I first started out all I did was frankenstein models. I learnt to get models ingame before I could model.

     

    Now while it's always better to learn how to make things yourself, frankenstein models aren't exactly shunned unless you:

     

    - try to pass the finished product off as your own work

    - do not give credit to the authors of the original models you used

  10. I can create heads and have a good likeness of whoever I'm using as a reference in the end, but when it comes to actually studying anatomy (muscles, bone, etc) I still get grossed out lol. @@Psyk0Sith knows his head anatomy, he will show you how to fix any anatomy issues and then it's just down to making it look like StarKiller.

     

    I strongly suggest that you pickup a sculpting program at some point, instead of doing the old school highpoly route.

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