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Posts posted by Tempust85
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Most of those shots look like early WIPs of Kejim, Doomgiver, & Jedi Temple Grounds.
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Sure. Become a doctorate in software engineering, graphics engineering and computer science, and get back to me on that. Bumpmapping (a strictly hardware-based, or vertex shader-based effect) on a software-based renderer like JKA (which we've only just managed to get..OK-looking fragment shaders through hacks) is based off of is not going to work.
I'm sure someone is going to shout "but XREAL!!!" after i say this, and let me repeat: JKA is a software-based renderer, XreaL is a modified Quake3 engine which runs off of the GPU. XreaL had to modify the entire engine (no joke), which simply isn't possible in JKA due to a) ghoul2 B) efx unless someone rewrites those to work on a more modular engine design.
In theory, one could proxy the main scene render and write their own renderer on top of it, but..why? Frankly, the engine renders graphics decently enough. People should be focusing more on making interesting gameplay, not purrdy graphics, IMO
*Ignores your obvious sarcasm lol*
Fair enough, just figured you might be able to make the fake bumpmapping work for player models as well. I remember when I was that guy who shouted XREAL!
Sure, the engine renders decently enough if you absolutely LOVE how gouraud shading looks on low-to-medium quality models.
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Just had an idea. Can you guys try and see if its possible to add bump mapping into JKA for characters, similar to how Mace made fake bump mapping work for maps shader-wise?
Btw, I know that Xycaleth was getting close to normal mapping in JKA a while back but he didn't have the time to really get it further...
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Here's something I didn't know until today:
BLACK MESA SOURCE MOD is out and has been out since September 2012.........:\
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Yep, I just recompiled say kyle.xsi against the new GLA and that fixed any distortion. At least with what you're doing, you can add any bones you feel like to all the animations.
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Yeah I got warnings too about some bones not being in some animations, but carcass just puts the bones in there anyways its just that they aren't animated in a few animations. Raven also had this, try recompiling the original animations and you'll see the warnings they would have gotten. The 2 tail bones were in the original JKA GLA, just not really utilised by Raven. They weren't really animated, they just ran off the movement of the thigh bones due to hierarchy.
The models would load but because of the bone amount mismatch, they became distorted unless I recompiled. Doesn't matter if they have the new bones or not, they just need to use the new GLA during compile.
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^Did you just add the bones to 1 model or did you go through all the animations and recompile to get a new _humanoid.gla like I'm doing?
I'm asking because just about every custom model out there is missing bones and they don't get errors, granted it's only missing 2 but they are still missing. The 2 tail bones are not in all the skeleton files out there being used by modelers but they are in the games skeleton, open a base model in modview to see that they are there.
I recompiled all the JKA animations into a new GLA, I did not alter any of the .xsi files just the "master model" which is the weighted model to tell carcass what bones are to be kept. I found other models will load, but some areas of the model might be distorted. Pretty sure that had to do with there being a set list of bones in the GLM that didn't match the new list in the GLA in the same order. Re-rigged some models and then it worked fine.
EDIT:
I lost my compiling folder but I think in the end the prototype I made had 70 bones including all fingers, toes and extra facial bones.
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Each model needs to be recompiled at the very least to work with a GLA that has a different amount of bones than the one used during the original compile time. Found this out when I added back the fingers, toes, eyebrows & eyelids when I was working with JKG. Most of the animations still have these bones animated, just raven decided to ommit them during compile.
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Sorry guys, have to shelve this for a while. Far too busy with other things in MB3 to make any characters at the moment.
I will post back here when I have more time.
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I do believe that is one of the heads I ported from KOTOR back in the day, when I made that pack. The pack is basically parts of other peoples work, before I figured out how to make things myself so I only take credit for slapping it all together lol. I don't have the pack anymore, nor do I know who does lol.
http://z9.invisionfree.com/Hapslashs_Void/index.php?showtopic=2466
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Really? that I didn't know.....
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Once Moviebattles 3 is out and if people want a more "JKA MP" feel, I'll be happy to try and make a mod of it for you guys.
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There's a workaround to get Max 5 working on Win7, in case someone's interested they can send me a PM.
Max 5 is really handy, it's the only version whose XSI exporter can export perfectly functional vehicles as well (at least in my experience).
Not sure of which you mean, but I managed to get Max 5 to work on Windows 7 - to a point with a network license I think (was last year lol). It works fine until you need to use character studio, then it bugs out.
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No unfortunately it's not. The .skin files only control what's already in the model.glm file. If you want to add extra objects, you have to re-weigh it.
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I've never understood why people keep trying to hack the hell out of JKA. Do people just love to hack stuffs lol? Is it a programmer thing lol? JKA was good for it's time and quite a few years after it's time, but now it's terribly outdated and they still haven't forked over the SP code after like what, a decade? I do really think there is a dead horse being flogged here lol...
Not to say the work done isn't very cool or anything, it's quite an acheivement to have done what you guys have with what you got to work with.
(Shameless plug begins)
Now then if you guys want something that's up-to-date, keep track of MovieBattles 3.
(Shameless plug ends)
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Confirmed port of TFU2 proxy model. I have the ripped models by Plasmid and the texture maps are exactly the same.
therfiles, CrimsonStrife and Barricade24 like this -
I was able to do that a few years back, but it's moot if the basepose data isn't properly grabbed from Max then outputted into the .xsi file. Archangel & I spent hours trying to figure it out to no end.
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I can only say for the dotXSI exporter for 6/7/8 & maybe 9, the code does output the "MAXSceneRoot" rather than a properly named root.
Maya has a very tricky interface compared to Max & XSI, so that's why I choose not to bother with it. Not sure about any dotXSI plugins for it though.
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The only thing a .glm exporter is good for is weapons, unless you found some way to export while going around the compile process that was used by the very developers of this game which was .xsi 3.x->assimilate->.glm that calls for the _humanoid.gla.
The only thing with 3ds max is that unless you have a student license it costs $$ and it hasn't been able to export a working animation since version 5 because of a watermark.
Does the newer version of max even support dotXSI 3.x?
I guess I could always install it since I have full legit student licences for all Autodesk 3d packages but have no interest in downloading and installing just to see if 2013 can export a proper dotXSI 3.x file.
The last known dotXSI 3.x exporter for 3ds Max was for version 6/7/8 and possibly 9 which does not work with exporting animations due to improper basepose data being outputted. The source code is freely available, but I don't see a point in compiling it for later versions of 3ds Max when it still won't export animations. The plugin which works for 3ds Max 4/5 that was included in the modding tools does everything, but you can only run 3ds Max 5 on XP due to C-Dilla Licensing woes on Vista/7.
I would be quite interested in trying out this .GLM importer/exporter. Scoop, see if you can have 3ds Max export a .GLA file while you're at it.
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Empty out all the mods for JKA except for your models' PK3.
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This guy looks like a spoof of StarKiller and could easily be in a SpaceBalls movie. His ears remind me of Alex Kidd. In saying that though, it's only really the head that has the issue. The body is actually fairly good.
I think this has now become a comedy thread, cuz I'm loling my butt off with everyone's comments even though I'm trying hard not to.
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Is he wearing makeup?
The overall look of the head reminds me of a romulan minus the ears.
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Referring to the first post, UDK's tools are actually much easier than any other engine's I've used. It's so easy to get models, animation and get textures into. Plus, the compiling of the script is so easy anyone can do it.
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To be honest it's not a quality model however, it is a good attempt. Over the years, I've seen others do ALOT worse including myself at one point.
I say this to you, work on the profile of the head and add some ambient occlusion to the body textures.
[PSA] QEffects-GL: It works, and looks badass.
in Jedi Knight General Discussions
Posted
Well for the moment it's getting the basics up and running in UDK. I wouldn't say there's anything "MovieBattles" about it at the moment. It's more like a very basic, toned down JAMP right now.