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Posts posted by Tempust85
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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.
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@@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 -
So is everything now fixed to a point where you can now compile updated plugins for every Max version above 5? Just "obain" every SDK (in a certain manor) from the installation discs. The only SDK's you need are:
- Max 6 (plugins work in 7 & 8)
- Max 9
- Max 2009
- Max 2010 (plugins work in 2011)
- Max 2012
- Max 2013 (plugins reportedly work in 2014)
Most of these you have already.
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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.
Circa likes this -
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. :\
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Well I wonder who's bright idea it was to greenlight the upload in the first place with all that illegal code in there? Dumbasses, but at least the code is out for anyone to use albeit with no future updates or support.
Darth Martyr likes this -
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
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XSI is the ideal solution for JKA, but 3ds Max will work just as good now thanks to the exporter plugin fixes.
In the end though, it all comes down to what you prefer to use.
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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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The best help I can provide is the TFU head sculpt render at the top of the page.
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Lol, my crappy PC won't load that link. :S
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Update on the pauldron textures:
Omicron, ChalklYne, Barricade24 and 3 others like this -
I'll make a clean version.
With all these skins, I'm going to have to put it all into the character customisation menu instead.
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I was going for a more used look, I didn't want it to look like the armor only just got made. The lighting is a pain, but using the specular is the only way I can stop the gloss shader from appearing on the darker areas of the armor.
I'm also reworking the pauldron textures, I didn't like how it turned out and some of the colors aren't done right.
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In-game:
Modview:
Omicron likes this -
These are the colors/ranks of the pauldron I have.
Sandtrooper (still need to make skin + backpack):
- Black - Enlisted ranks
- White - Sergeant
- Orange - Squad Leader
Stormtrooper:
- Gray - Bombardier
- Yellow - Rifleman
- Red - Medic
- Blue - Sniper
- Orange - Captain
I'll post some pics tomorrow.
Barricade24 likes this -
Dismemberment works properly for all LOD's.
katanamaru, AshuraDX and ChalklYne like this -
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I've tried them both at 999 lol and still nothing.
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I forgot to mention I was talking about JKA MP.
I just tried the broadsword command with no luck. I've killed dozens of bots and nothing dismembers... :\
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How do you get dismemberment to work?
So far, I've tried these two commands:
g_saberrealisticcombat 20 (tried all from 1-20)
cg_dismember 1
and no model will dismember. Anyone got any ideas?
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Thanks.
Ok so now I have (from Modview):
LOD0 - 5,967 tris 5,170 verts
LOD1 - 4,154 tris 3,457 verts
LOD2 - 2,748 tris 2,536 verts
All I need to do now is work on those extras.
Now I *think* I remember seeing something a few years ago that allowed you explode your model into all segments activating all caps. Is this real or did I dream it up lol?
ChalklYne likes this -
Yeah, it has caps and is segmented for dismemberment.
Btw anyone know the LOD distances? Activating LODs on distance from the model would be a nice feature for Modview.
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Thanks, I had a look and it wasn't what I was after. I had a muck around in the shader editor and finally found the right combination. Now the shine and the specular work together.
Btw, LOD0 is at 6,238 tris. This will have to do, but I will include one LOD (LOD1 at 4,500 tris) to make it a bit better on performance.
Frankensteining Models?
in Mod Requests & Suggestions
Posted
Well I did kinda cheat by using noesis to export out the weights.![;)](//jkhub.org/applications/core/interface/js/spacer.png)