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Everything posted by Tempust85
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
The plugin is broken when trying to export position data on max bones. However, position data is exported on dummy objects and Char Studio Biped so I recommend using either of these instead. Archangel is working on a fix. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Yeah no baking is needed, I confirmed that the other day using Keshire's rig. Ok it looks like your pelvis isn't having any position data written out. Make sure your pelvis bone is 'position constrained' to your rig's pelvis equivelant. Also, don't forget to make sure your motion bone stays perfectly still during any animation. Don't forget - Ghoul2 doesn't allow you to have a 1:1 copy of your animation, so you may get some small anomalies (ie finger/face twitching, etc). -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
I've tested the latest Max 2010 32-bit plugin (runs in 2011 also) and it works fine for animation/model export. Shape animation also appears to export fine (though not needed for JKA) when using the autodetect option. -
Perhaps implement rend2 from ioquake3? Mappers and modellers would benefit from this one renderer.
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Totally need to increase that limit imo....
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Adding noise to metal generally doesn't really look decent when trying to make metal textures. Suggestions for any of your completed JO textures (I won't comment directly on your WIP texture): - dial the size & amount of noise down a bit - add some very minor rust (do not overkill this, you only need a hint of it) - add some minor color variations (to simulate color fading) - add a small amount of light randomised scratches - add a bit of edge wear (only where it could be worn off realistically, ie don't put it on every edge) For the finished product, ditch 'a little bit' of the simulated highlights or tone them down (leave shadowing in) and use a specular texture. Also, don't forget glow too.
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I was trying to get them working in Max using the blur python script language add-on, but after having a look in the scripts I saw the plugins have Blender-specific functions which halted me. So someone would need to replace them with the softimage equivelant.
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Definately would be an improvement. I remember doing all sorts of tests with animated viewmodels for JKG at one point. I dissected SoF2's demo and found out their method (model-wise) of how they set up their models and bolted different arms mesh onto an animated weapon model. Quite interesting stuff compared to JO/JKA's MD3 method. Though, what about getting IQM implemented and using it? Would be easier than having to worry about carcass, and you get 1:1 copies of animations from any 3D package. I tried this myself, but I really do suck at programming. P.S I'll stop changing the topic now, I promise!
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I think someone should just start redoing the brushwork & scripts for JO maps now. Reasons: - It will be a while before there's a better renderer to use - Remaking the levels will be a hell of a job and will take a while - Doesn't matter what renderer you end up using, the brushwork quality can stay the same (provided there's no map quality limit that I mentioned earlier) - Textures are easily replaced, it's having a fully working game-ready .map file that's a bitch. Once there's a new renderer that supports things like normal mapping, it wouldn't take much to do a recompile with different lighting. Then get texture artists onto redoing textures. Side note: It would be nice if (down the track) when someone redoes the weapons, they add Kyle's hand for first person and moving parts (if applicable to the weapon). @ Lervish Looks great! But why not reskin my DF2 Kyle I made ages ago? The head is much more friendly for skinners. Also I really don't like Raven's 'JO Kyle', I much prefer Jason Court.
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Would be really cool to have this mod re-vitalised using OpenJK + improved renderer. This and DF2 for that matter.
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Regarding my last post, I forgot to mention certain textures which are used for glass, etc wouldn't need redoing if using a different renderer that allows normal mapping. But as eez said, you really need dynamic lighting in the maps for it to look as intended. The decompiled BSP's would provide a base to build from, you'll still need an experienced radiant level designer to really make it work script-wise like the original while also adding better lighting and higher quality brushwork (provided the game supports it? I have no idea if there's any limits on map quality).
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Some of these textures I like, but I really dislike the new door (page 1) & your floor texture (page 1) has rough edges that makes it lose its authenticity as a real floor. Also unless you plan on having 2 versions (one with and one without normal mapping), you really should wait until another renderer is available (which will support normal mapping). Adding normal maps to your (or Raven's for that matter) textures and leaving the 'pre-defined' lighting in the diffuse textures will just look very low grade.
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Zbrush is good for retopo. Get it looking right in Zbrush, then worry about in-game.
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Keep under 2,000 tris per mesh object, or carcass will spit chips and not the yummy kind....
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3DS Max 8 not working on W7 Ultimate 64-bit
Tempust85 replied to CommonRider's topic in Modding Assistance
In the start menu, there is a shortcut for 3ds Max 8 called Change Graphics Mode. It will load up max to a point before the window will appear to change anything. Also, are any other 3d programs/games having issue? If you're used to how everything works in 3ds Max and haven't a clue (like me) about XSI ModTool, I'd be trying to get this to work. Otherwise, XSI ModTool is a viable alternative. -
Here's a sculpt someone did: http://www.artbymanny.com/gallery/starwars/meshes/starkillersculpt.jpg Good ref.
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3DS Max 8 not working on W7 Ultimate 64-bit
Tempust85 replied to CommonRider's topic in Modding Assistance
Hmm, see if changing the graphics mode makes it work. -
Aww nuts, I was going to try it even though i'd fail outright lol.
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Sweet! So how hard is it for someone to take ioquake3's rend2 and stuff it in OpenJK?
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Lol nice AshuraDX. @ minilogoguy18: Not sure if Archangel has export selected working yet, but I *think* using max biped or controller constraints on bones work. Archangel will know more about the latter. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
All of my tests show custom animations working with a full recompile of the JKA anims & using the GLAmerge method. The plugin does need full testing by more people. -
Animations can still be made as they always have been (dragon, XSI Mod Tool, 3ds Max), only now you can change/add animations into SP.
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Top of the head should be thinner to match those refs.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
And don't forget, Max 6 plugins work in 7 & 8 as well guys. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Here's a pic using the original max 6/7/8 exporter: The original exporter rotated all of the bones -90 degrees, generated a bad scene root which JKA cannot use and did not output any basepose (bindpose/skinpose) data which is why the model is all over the place. Now using our new exporter: Exported bones are fixed how they should be, it generates a proper scene root called model_root and outputs correct basepose (bindpose/skinpose) data.