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Tempust85

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Everything posted by Tempust85

  1. I'm pretty sure modview mimics the code in-game concerning GLM bolting so to use animated bolted GLM's you would have to edit game code. It would also be a usefull thing for moving parts on weapons hell we could even have a model split into modular pieces if done right.
  2. AFAIK only static GLM models have been bolted on in-game.
  3. So we've heard that this project was canned, but my question is will any of you make it happen?
  4. Here's the release candidate: http://www.sendspace.com/file/fbb8j4 Fixes include: - New tags This should be exactly the same as V1 except for no LODs this time around sorry guys, but I'm not going through the trouble of making LODs for a model fix. Please report any bugs thanks.
  5. Well I did kinda cheat by using noesis to export out the weights.
  6. Re-weighted with fresh tags. Just need to upload it and get you to test it.
  7. @@Archangel35757 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.
  8. 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.
  9. 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. :\
  10. 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.
  11. 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
  12. 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.
  13. No modding for me for a while, popped out my knee cap & my shin

  14. 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.
  15. The best help I can provide is the TFU head sculpt render at the top of the page.
  16. Lol, my crappy PC won't load that link. :S
  17. Update on the pauldron textures:
  18. 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.
  19. 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.
  20. In-game: Modview:
  21. These are the colors/ranks of the pauldron I have. Sandtrooper (still need to make skin + backpack): Black - Enlisted ranksWhite - SergeantOrange - Squad Leader Stormtrooper: Gray - BombardierYellow - RiflemanRed - MedicBlue - SniperOrange - CaptainI'll post some pics tomorrow.
  22. Dismemberment works properly for all LOD's.
  23. Just running my own game, not on a hosted server. I just run the command devmapall mp/ffa1. EDIT: Did it! Just had to do g_dismember 1000, I only now notice @@Stoiss said g_dismember and not just cg_dismember.......D'OH!
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