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Tempust85

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Everything posted by Tempust85

  1. Horrible necro I know, but guys you may want to give this a test if you have Max 2013 64bit or Max 2014: https://dl.dropboxusercontent.com/u/16660487/MD3_Export2013_x64.dle Exports animation in all of my tests unlike my previous attempts.
  2. Wasn't really mine, I just improved on an existing model.
  3. Perfect @@eezstreet! This will go great with ghoul2 viewmodels!
  4. If I were to have a guess, i'd say at least half of the animations would loop. Either way, I find it's actually faster for me to hand animate than to sit there and fiddle with cloth settings and baking etc.
  5. Now because cloth sim doesn't behave and is a right bitch to get to loop, I'm hand-animating anything cloth. Still working on a clear method before any actual work begins, but so far I'm using spring constraints to make the ends of the cape bones flow a bit. So far, the cape bones are 8 in total.
  6. I wouldn't get your hopes up for me doing it, my time is spent in various places already one of which being the new GLA for JKE.
  7. Yes, but alas I haven't any time to give to this project.
  8. Dark trooper would really benefit from a new GLA as well.
  9. Damn man, how did you do the arm cloth? I've attempted such things in the past with no decent results.
  10. Right now, it's just a sample. By no means do we HAVE to have the segments I mentioned in the finished product. There are alot more bones on the upper body vs the head, so I'd like to add the upper body to thoroughly test the bone merge code. Need to make sure all bones right down to the fingers animate correctly. If the code does the upper body & lower body merge perfectly, then we shouldn't see any issue whatsoever in other bone merging.
  11. Such a system would allow multiple animation mods to be used. Also, a sample should be easy enough to get going. I'll split the Main GLA into segments such as head, lower body and upper body for you to bolt together in code. I'm thinking for the head bolt we can use cervical bone, for upper body use lower lumbar. So you'd have the lower body which will have the upper body bolted onto it at lower lumbar and the head will be bolted onto the upper body at cervical.
  12. Still a damn shame the full source for SoF2 isn't released. Either way, it would have to be all animated in one scene file to make sure all GLAs are synced. How soon can we get code support for GLA merging?
  13. Moving the previous discussion to here. The idea here is to add more bones to the existing JKA GLA so we can have more detailed animation & perhaps cloth-like movement without adding in new physics. Now existing JKA models will work with this new GLA via a conversion table done in the code, similar to how JK2 models are converted for JKA use. These converted models however will not be able to use the new bones unless they are re-rigged. Simpler and easier to have all the bones needed in one GLA. Your way would be more clean, but less practical. Every modeller would have to have their cloth meshes in a separate GLM for your bolt-on idea to work, not to mention the extra work on coder(s) to implement "bone merging" (this is what source calls it).
  14. Yeah, but no need to include them if they aren't used in JK2/JKA. Plus, there is an in-game bone limit to adhere to I'm pretty sure. Speaking of which, we may as well add cloth bones. Even though they won't be animated, they will be present for any future animation work.
  15. You use .shader for the vanilla renderer and .mtr for the rend2 renderer. Bascially, it's to make sure your model can be used with both renderers without errors. @@AshuraDX Why is your tangent normal map so borked? I've never had results like that unless I'm flipping channels or have screwed the low poly models normals. I do agree though, object space is better and also more colorful when opening up the texture.
  16. Won't need SoF2 facial bones, just JKA facial bones for backwards compatibility. While the animation source has the SoF2 facial bones there, doesn't mean they are animated.
  17. After this, feel free to make your own EP7 trooper as you'd produce a better quality one.
  18. The conversion table (a table in the code where base JKA model bones are remapped to the new GLA bones) will take care of it, you just need a capable coder to make one up. @@Archangel35757 We could use the SoFII facial bones, but I'd rather put in our own. I've experimented with this, even keeping the original base JKA facial bones for compatibility.
  19. I've already ported quite a few JO anims to JKA for use in JK enhanced. What I'd like to see is the full set of JO bones combined with JKA bones so you can once again have more detailed movement but allowing both left and right tag bones. I'd like this new GLA become standard in jk enhanced and doing both JO & JKA model conversion to it.
  20. Tbh I think it would be less work to add a built in model viewer in OpenJK than to add shader and lighting support to modview.
  21. @@AshuraDX
  22. Verts will get increased by using smooth groups but it shouldn't affect triangle count if you're using the new plugin.
  23. Looks uber awesome, but the triangle count is extremely high that not even MBII could/would use. Our (MBII) absolute maximum for non-mechs is 5,000 tris.
  24. Alden Ehrenreich cast as Young Han Solo

    1. Sithani

      Sithani

      for some reason I don't want a Han Solo movie :( I want to remember Han Solo as Harrison Ford only

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