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Posts posted by Tempust85
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Cinematics will be broken.
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I think Archangel35757 have the best idea on this. Creating entire gla with cape bones and create new anims would be time consuming and animations would be half of the process. - remwmber you will need to weigh all new models and make capes.
The best thing would be to create the gla file for cape only and later parent (bolt) it to the models tag. It would be hard to make it use anims. Some lightsaber animations would use the same cape animations.
Also this method would work great with other reasons. It would be simply added to other models and also animations and gla file would be there - so it would be possible to create many styles of capes.
While it's a good idea, it also requires code work to allow bolted on ghoul2 models to animate.
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It's not that bad, just time consuming. Process being: import the existing 1,000+ anims one-by-one onto a new skeleton, animate then export.
If you're going to do capes though may as well do hair, tabard "flaps", lekku, tits, add back all 5 fingers, add back toes and proper facial bones while you're at it.
Wasa, ChalklYne and Archangel35757 like this -
Any links are dead now anyhow, but I've removed them.
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Needs moar rend2.
Bek likes this -
What the actual hell is that model in GTA?! Looks like some blue mutant.
Lancelot, Droidy365 and TheWhitePhoenix like this -
Try loading it by the renderer, using misc_model_static.
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From memory, green channel from world space normals, ao & cavity maps mixed into the diffuse.
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Extremely decent.
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Have a look at Morgan katarns force ghost shader. While the end result is pretty crap, it's doubtful you can get a better result with this engine.
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To be perfectly honest, I prefer to scale models directly in the program. At least doing experiments with large terrains (mostly ASE), it seems like the compilation process is way longer if a model is scaled a lot in Radiant, instead it's much faster if it's already scaled in the program. Not sure why.
So do I, but you can't properly export extremely large models as MD3.
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I mean there could be ALOT more railings for safety (cuz Stormtroopers, Jar Jar & Rosh are stupid), but to say there aren't any at all isn't true.
Username likes this -
One thing I've learned with MD3 that you should scale the model using the misc_model entity, rather than scaling it in modelling software. Other model formats (OBJ & ASE) don't seem to work as well, at least not for me. Btw if you use 3ds Max, we have an extremely decent MD3 exporter.
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http://starwars.wikia.com/wiki/File:DSII-reactorcore.png
Yeah, definitely no railings in the Star Wars universe.
Use patches for railings - looks nicer.
Archangel35757 and Ramikad like this -
I dunno, what he said just gives me the "Whillies"
the_raven likes this -
You need to add the normals to the diffuse for the Kyle mesh - you're missing detail.
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Who knows, maybe we will play as Kanan.
MrDJSilva, General Howard, Smoo and 1 other like this -
It could use some more detail, but definately a good job so far!
Mark_the likes this -
Certainly ok.
Look at the level assignments here: https://jkhub.org/topic/10608-level-assignments/ . Look at you levels "Map-specific Texture Set:". Use this folder name to store your levels textures.
Mark_the likes this -
Looking good, but two things:
1) Switch looks massive. Please scale it down. Then go into thirdperson, and make sure it's mid-torso height.
2) Please change the lift/elevator texture from the "grill" texture to one of the textures located in "DF2_lifts" from the mod assets.
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We will model it. Brush placeholder though so we have the correct size for the model.
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You're going to have weighing issues with that front/back hips fabric flap, as-is. Needs some horizontal lines added.
Also, 3,400 tris isn't bad.
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I really hope you and the other mappers are using the textures from the mod, to save you from having to do a find/replace later.
Anyhow, looks sweet.
Flowing robes?
in Jedi Knight General Discussions
Posted
Cinematics in jka are mostly done from their own GLA, one per level. The cinematic GLAs and the changed _humanoid GLA will no longer have matching bone count or bone ordering, thus the cinematics will be busted.