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Everything posted by Tempust85
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Send me your AT-ST stuff, and I'll take a look. I've made a few modifications to assimilate in the past, I might be able to find the issue and perhaps fix it.
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A little kid's dream (Request)
Tempust85 replied to dark_apprentice's topic in Mod Requests & Suggestions
Closest available is Old Ben Kenobi. -
JK series _humanoid Character Animation Rig
Tempust85 replied to minilogoguy18's topic in WIPs, Teasers & Releases
There's like zero active SP mods that would make use of such a feature anyway, I doubt this or anything like it will ever be coded into modview. Rend2 has more chance of being finished. -
Ugh it really needs a redo.
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Great idea. The map will surely look 100% better for it however, there's a problem. Everywhere I've read states that misc_model doesn't grab model LODs, so that means you'll have to use misc_model_static to be able to use LODs which will chew into the entity budget. Heck, I've also read that only patch brushwork has LODs and not the other brushwork. Seems very crap of whoever made radiant/q3map2 not process model LODs for misc_model. My idea around this is to merge in as many models as you can into one. Will be very tricky unless you make the entire thing in a 3d package. Yet another pain in the donkey thing about modding this game.
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He's one of the few, yeah. I appreciate nitpicking, so long it's not being overly critical like "oh, that little spot behind his ear? That should look like this" lol.
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JK series _humanoid Character Animation Rig
Tempust85 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Tbh, it's just easier to do the mouth sync animation in max, and play it via ICARUS in.game. -
JK series _humanoid Character Animation Rig
Tempust85 replied to minilogoguy18's topic in WIPs, Teasers & Releases
It's just a few rotations and keying them. Shouldn't take you a while at all. -
JK series _humanoid Character Animation Rig
Tempust85 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Tbh, no one should have been intimidated at all. The tools we use now are practically the same tools used 10+ years ago. Mod Tool was around then and so was 3ds Max (you could only use versions 4.2 & 5 for animation). The only thing that's new now is Noesis supporting GLM/GLA & Blender. Dragon provided a cheap-looking, free way of animating. I still believe tools like Dragon were only used (after the animation source was released) because people were too lazy to understand how to do things with Mod Tool & 3ds Max - which I call the "carcass method". -
Could you please elaborate on what this does?
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JK series _humanoid Character Animation Rig
Tempust85 replied to minilogoguy18's topic in WIPs, Teasers & Releases
I'm thinking just have one rig that animates all the bones that are present the JK2 & JKA skeletons. All JKA animation source files have the JK2 bones in them anyway. Fun fact: The JK2 bones (toes, all 5 fingers with 3 segments) were "removed" during compile. The root.xsi was used to "control" what bones end up in the GLA by only keeping bones that have skin weights. Fun fact: The lhang_tag_bone & the tail bones only appear in animations created for JKA. They are still missing from animations that were brought over from JK2. Not so fun fact: If you want to add these bones back or new ones, you'll either need to edit the code to have a conversion table (similar to how JK2 models work in JKA) that would allow base JKA rigged models to work with the new GLA or you'd have to dump 100% compatibility and re-rig all models on a as-needed basis. -
Makes sense for variations, but you should be able to squish the UVs (minus the helmet, hands & possibly shoes) with no overlapping into a single 2048x sheet. It's just that you're going to have more texture sheets for accessories in the end. My Luke model works in base, doesn't it?
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Is there a specific reason why you're not combining the armor into one 2048x map? Seems a bit excessive to have all of those texture sheets.
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Weapon stances are easier to do by hand. Takes me all of maybe 10-20 mins to get the result I want.
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Anything that would be super complex to animate by hand, you should do.
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Just an FYI - What you see here can also be done in JK Enhanced using Ghoul2 viewmodels.
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Don't worry about trying to import an SoFII animation into the scene for testing weights, just make a basic movement animation that rotates all bones of the hands/arms.
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Rule of thumb: Always have a test animation in your scene for testing skin weights so you can get it right the first time you have the model in-game.
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Tutorial on how you make skin? I still can't paint skin.
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Which version should I release? (map t2_wedge) "Kril'dor"
Tempust85 replied to Darth Sion's topic in WIPs, Teasers & Releases
I'm pretty sure the original didn't have a moon, so 2 is my choice. -
Some pretty funky mocap then. Closer look at some saber animations and the hands don't even stay where they should. Personally, I think JO is all hand animated and JKA's animations are mocapped.
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You may need to reset the model normals using the edit normals modifier.
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The shaders not working on your model may have to do with the texture path written into the .glm itself. The game won't use shaders for models with " \ " in the texture path (within the .glm), so make sure you're using " / ". Example: models\players\sbd\body.tga --incorrect models/players/sbd/body.tga --correct
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Seems that ssao was the culprit. Well I just found something interesting regarding lights. It seems you can compile maps to keep the lights as entities within the BSP. This will no doubt drive up the entity count, but it may be a way to get those shadows working with all lights rather than just from the sun.