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Archangel35757

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Everything posted by Archangel35757

  1. code for most of it comes from SoF2. Rock Climbing would simply require a new environment shader that would allow "climbing" animations-- very much the same way the "Ladder shader" allows a character to climb the ladder via ladder animations. And climbing the ladder is just an illusion because the ladder rungs have to be a set distance apart to match the animations.
  2. @@minilogoguy18 -- you should be using your grip pen for pressure levels. The mouse does not support pressure sensitivity (IIRC). https://www.amazon.com/gp/aw/d/B00066K4UY?ref=olp_product_details
  3. @@AshuraDX - I believe you can do this non-destructuvely as well in Photoshop using smart objects. @@Psyk0Sith - there's an nDO plugin for photoshop also.
  4. Getting back on topic... the next version (v2.2) that @@DT85 and I release incorporates some restored features and the ability to export LODs to separate files (as required for MD3 LODs and the game engine).
  5. @@Psyk0Sith, @@DT85, @@AshuraDX: Thought you guys and others would be interested in this Photoshop plugin. Looks very interesting. http://vincentcallebaut.com/CombineNormal.html
  6. Yes, more or less... you can either name the material "models/blah/blah" or make sure your texture image is in your models path folder ( same folder as your md3 file).
  7. @@Iffo -- you can only use 3dsmax standard materials not multi-materials. If you do not understand that you need to refer to the 3dsmax help documentation. Also, your texture images must be Power of 2.
  8. @@Circa, @@DT85 -- I would rather just help DT85 update the source files for each 3ds Max project and let him do the recompiling/resubmitting... but if DT doesn't have the time or desire then I can recompile/resubmit them as well. Whatever he wants to do...
  9. If you are using 3ds Max, this is a great training DVD. I have two (won 2 from eBay) and so I'm selling the extra one. http://m.ebay.com/itm/The-Gnomon-Workshop-Character-Modeling-for-Production-with-Ian-Joyner-DVD-/112126286652?nav=SELLING_ACTIVE You can no longer get this from The Gnomon Workshop (where it originally sold for about $69US).
  10. No, I'm happy to help you and the community. If you need me to update the other versions I'm happy to help you do that as well. If you could re-send me the dropbox link to all your latest project folders... I'll start helping you update them next week.
  11. @@DT85 - I have just finished updating the MD3 exporter code (rolled version # to 2.2) that restores two export option features: (1) checkbox and field to export specific named objects beginning with specified string and (2) export option to only export specific named tags. For these two field just enter mesh object base names separated by comma [no spaces] (e.g.: box,sphere,plane,etc). And for the named tags you do the same (full tag name, e.g. "tag_flash," separated by commas with no spaces. New in v2.2 is the option to export LODs to separate MD3 files-- automatically does this... all the user has to do is create the LODs with proper LOD suffixes in the 3ds Max scene. I've verified these changes in MD3View... and it switches LODs in MD3View as expected. Note: Maximum number of MD3 LODs is 3 (base.md3, base_1.md3, base_2.md3). I will be emailing you the code shortly.
  12. You could help with adding SoF2 abseil/rappelling, "rock-wall" climbing (a la TombRaider-style), grappling hook coding projects... granted these will require new animations too.
  13. Well, you guys require a readme file... You should probably consider requiring the readme to specify if LODs are supported-- else users will likely run into this error... especially on highly detailed meshes. Maybe require the readme file to include a warning about this potential error because no LODs were created. Maybe this will shame folks in doing the little extra bit of work. Or maybe reward artists with a "special seal of approval" (something cool looking with the Raven and JKHub logos) for submitting properly made quality models-- if they are weighted to all bones (i.e. the face is weighted to the facial bones... often not done), BOT support, sounds, LODs, etc. ( positive reinforcement of desired results for "game-ready" models).
  14. Making LODs in the 3D modeling software is no more complicated than making the original model-- in fact it's much easier. The reason they are not made is either ignorance of their need or laziness.
  15. @@eezstreet and other JKHub admins... perhaps, as a new submission rule, JKHub should start requiring that MD3 (3 levels: LOD0, LOD1, LOD2) and Ghoul2 GLM models (4 to 6 levels?) be properly LOD'ed so as to avoid this as an issue? Just a suggestion...
  16. It will be released as an NPC with its own skeleton & animations, and new custom weapon EFX for IG's complement of weapons: flamethrower, poison gas, etc.
  17. Have you guys actually looked at some of the lowest LODs in The Raven released assets? They are pretty crude... I think that level of detail would be sufficient-- if people just made them.
  18. @@eezstreet - I don't think it visually draws the lower LoD used for collision detection. Right @@Xycaleth?
  19. So it already uses a user or code specified lower GLM LOD that the artist has already created. I don't think you can do better than that... the problem is most people do not even create LODs!
  20. How exactly does the Ghoul2 collision work? With respect to LODs... I mean what if LOD0 (when actively drawn on screen) used LOD1 for collision calculations? And LOD1 used LOD2 for collisions, and so on? then you would never be using LOD0 (the most detailed mesh for collision calculations... wonder if that would work... and how that would look?
  21. create new UV mapping for the one eye. and put its UV island elsewhere on the texture map. Most likely both eyes currently share the same UV mapping & texture space.
  22. Yes, that is true on both counts. Those features have to be taken into account in the level design.
  23. Modeling projects: Jan Ors, Raven's Claw, IG Droid (IG-88 & Lancer) Rigging projects: 3ds Max JKE character rig, and new Facial-Expression-LipSync rig. Coding projects: (1) Help @@DT85 with MD3 exporters-- currently coding new export feature of exporting LODs to separate MD3 files automatically. (2) Misc 3dsMax plugins/scripts related to rig projects above. Things I would like to see coded well into SP are: SoF2 abseil/rappelling, rock-wall climbing, improved SoF2 1st/3rd person ladders, grappling hook (think back to ESB and Luke using grappling hook to attack AT-AT)... ... oh yeah-- keep wife happy
  24. @@eezstreet, @@DT85: is the origin of the shot controlled by the weapons.dat file or another tag? why would it be offset as @@Rooxon says?
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