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Everything posted by Archangel35757
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There was no pic for this update?
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Have ammo pick-ups by searching dead bodies... (play search pat down animation like I posted in JKE from Sniper Elite game).
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Ok... so my idea for a Cinematic MD3 eyeball won't work like I wanted to pull off all the aspects of a realistic eye. So I will use @@eezstreet's suggestion of animated textures to replicate pupil dilation. The past two months I've been busy adding features to the MD3 exporters (which are now released... so I can get back to this project). So after much trial and error in learning Photoshop... I've finally come up with a brown Iris texture that I'm happy with... And here's how it looks on the model: I just need to modify some of the layers so I get a unique Left and Right eye texture... and I still have to add the blood vessels, etc.
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I sent it to you and @@Xycaleth via Discord.
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@@Xycaleth, @@DT85... I am very curious to know how @@Psyk0Sith's normal mapped MD3 and Ghoul2 "Door Sentinel" Droid looks in Rend2??? Screenshots, videos? I don't have OpenJK or Rend2 installed yet...
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Convert JKA Models to JK2.
Archangel35757 replied to GamingPrince83's topic in Jedi Knight General Discussions
...wouldn't the foot look bad (not flexing at the ball-of-foot/toe)? -
Also, what program are you trying to do this with? Blender? 3ds Max?
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
I can't believe that in all this time, nobody commented on the Unicode glitch with the Batch Export's "Browse for Folder" dialog in the Max2013+ plugins. Anyways, I've resubmitted "Beta1" versions for Max2013 thru 2017 to fix the text Unicode conversion. -
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If the frame rates are consistent now, I'd say you fixed it! Great work! You should submit it as a pull request back to OpenJK (...of course you'll need to apply your fixes to a recent version of OpenJK). Then the other coders will have to look at it-- to approve it.
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@@minilogoguy18 - I never said I was just going to stop at the retargeted animation. It's just a starting point it will obviously have to be tweaked.
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I will make a tutorial after I successfully do it. I've had inrermittent luck.
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Well, but we are planning to make a custom NPC Rig and retarget the animations onto it. So the current sculpted pose will be the root pose.
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Looks great! Maybe something Gamorrean-Samurai'ish for the helmet. Also, you still have the forearms pronating quite a bit from anatomically-neutral (imho).
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@@DT85 - Great work!
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Thank you for beta testing... I just sent you the re-compiled final versions for 3dsMax 2012 and 2014. Would you please remove the existing plugins and install these final ones? I dropped the "x86" in the name on the 32-bit Max2013 exporter and the "x64" from the 64-bit 2013-2014 exporter-- because 2014 does not support 32-bit so I thought the shorter names were sufficient to differentiate them.
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@@DT85, @@AshuraDX, @@Psyk0Sith, @@Rooxon, @@DoomMarine23, @@KENNITHH: I just finished recompiling all MD3 v2.2 exporters for 3ds Max 6 to 2017. Functionally this latest compilation should be equivalent to what I sent you all earlier for beta testing... all I did was change some project settings to make all plugins "LargeAddressAware" and set the Version number to 2.2. Looking forward to your beta reports. Thanks!
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@@AshuraDX... what if you bolted this creature to an empty dummy model that would create the necessary offset?