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Everything posted by Archangel35757
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@@eezstreet -- SoF2 has hands in a separate GLM.
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"...These converted models however will not be able to use the new bones unless they are re-rigged..." --you mean re-weighted to the new skeleton bones, right? It's just the root.xsi file that would need updating for legacy models. Well, my thinking was that if some maps/missions and character outfits don't call for: cloaks, robes, or capes ...then that's less bones and transform space to have to compute; but, this is where @@eezstreet or @@Xycaleth could tell us which method is "lighter-weight" on the engine. Yes, having all the cloth or armor bones in the JKE skeleton would be less work. The new JKE facial bones will be in the same character rig as well... and artists will skin their head meshes to them; but they will need to simply do an "export-selected" on their head mesh so it correlates with the new facial.gla. I also think @@eezstreet or @@Xycaleth should tell us if there is a maximum bone limit-- it may all just be memory dependent-- and thus they have to draw the line somewhere. I think there should also be some independent bones for shoulder armor... so that armor like this will deform properly: We need to start chatting again on Skype.
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JK2 JK2Enhanced Alpha 2: Upcoming
Archangel35757 replied to eezstreet's topic in WIPs, Teasers & Releases
I wouldn't go any slower to turn off/on sabers. Just have two settings in the game-- original and "realistic". Or make the original speed effect be for "red/strong", realistic movie speed as "yellow/normal" and then a smidge faster for "fast/blue" -
Work-- always (that's what adults have to to do)! Exercise and Krav Maga, my wife's honey-do list... and all of my modelling & coding projects, and lastly-- play with my mocap suits!
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So finally after almost 2 years the head mesh is finished (how sad... I must be the slowest modeller on earth-- granted I did have other projects to work on during this time). I reworked the ear, and did my best to smooth out the mesh in 3ds Max, before I take it it into Mudbox. I still need to remake the eyelashes properly... ...moving on to finishing the hairstyles and retopologize for LODs.
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Ok... so I took a break from the head mesh to throw together a quick bodysuit model. Before anyone starts throwing out compliments-- this bodysuit and leg armor are medium-poly models from my Poser software... I simply had to pose them to match our skeleton's root A-pose (they still need a little tweaking). I will use these as ref for my low-poly mesh. Why re-invent the wheel? Plus it saves me time... so I hope the purists can forgive me. Hopefully this gives you an idea for the direction I plan to take the Jan Ors model set.
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My Review of Jedi Academy Enhanced 1.0.
Archangel35757 replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
True, that's fine for only the JO/JA face bones... but,In my opinion the cloth bones need to be it's own skeleton and GLA (bones for tabbards, capes, cloak, robes, etc.) that can be bolted onto the _humanoid.gla in the same way @@eezstreet is planning to do with the new facial.gla. This will avoid bloating the humanoid skeleton with unnecessary bones and keep things cleaner. That's how I recommend doing it. We can simply import the animations and let the 3ds Max ClothFX react to the underlying humanoid animation and bake that into the cloth bones. And then compile a cloth.gla file with Carcass. Playing a humanoid anim will trigger the corresponding cloth anim. -
My Review of Jedi Academy Enhanced 1.0.
Archangel35757 replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
well, the JO/JA facial bones are a subset of the SoF2 facial bones. -
My Review of Jedi Academy Enhanced 1.0.
Archangel35757 replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
hah... real-life keeps me too busy. But I've got some free time coming up. -
My Review of Jedi Academy Enhanced 1.0.
Archangel35757 replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
Yes, I am planning to use new facial bones because the JO/JA/SoF2 facial bones (except for eyes) are not symmetric about centerline plane... we can link/constrain the SoF2 bones to them for backwards compatibility. -
My Review of Jedi Academy Enhanced 1.0.
Archangel35757 replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
@@DT85 - that's the plan... the max8 JO/JA skeleton I uploaded has all the bones (color coded... even the SoF2 facial bones). -
Rust on your weapon??? A Clone Trooper would never let that happen. Read the Rifleman's Creed: I hope your next request isn't a pledge pin for his uniform! (hopefully you get the reference). ...just teasing you.
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@@Asgarath83- You also are not using the correct version of Carcass. You are using v2.1 (which has issues); you need to download and use Carcass v2.2. Here: https://jkhub.org/files/file/2074-carcass/
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I think the original game's saber blades best adhere to the original trilogy. Most blades people use now look like glowing broom handles, or pencil-sharp broom handles... I don't think plasma would behave like the latter.
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[JAEnhanced] Enhanced Development Platform (EDP)
Archangel35757 replied to eezstreet's topic in Jedi Academy: Enhanced
is there a Flank behavior? If not, is it possible to create new behaviors? -
[JAEnhanced] Enhanced Development Platform (EDP)
Archangel35757 replied to eezstreet's topic in Jedi Academy: Enhanced
what we need are better AI team/squad tactics... like true soldiers would do-- act as a team/squad and not all individuals... i.e. They should use better tactics to achieve an objective (flank, provide cover fire, use objects as cover, fire&return to cover, etc.) The best AI I've played in this regard was Rebellion's WWII Sniper Elite game. -
because it is the Ghoul2 model previewer-- to check the model for animations, etc. Plus it's much easier to spin the model around to get different perspectives and check skin weighting mesh deformations, etc. And it would also be easier to check multiple skins in the model G2 Skin file.
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Also, as part of this endeavor... I would ask that you coding wizards incorporate the rend2 code into ModView... so we can accurately preview textures & shaders. Thanks!
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redefine the Globals that are not shared as: sp_GlobalVar1 and mp_GlobalVar1. Too simple?
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[JAEnhanced] Enhanced Development Platform (EDP)
Archangel35757 replied to eezstreet's topic in Jedi Academy: Enhanced
So this is some sort of on-the-fly in-game AI modification tool? It would be really nice to have something like this (a visual AI tool) in a version of the GTKRadiant editor. -
I think it would be simpler to just let the player find the upgrade parts during gameplay (also scavenge them off of enemy dropped weapons) and then give them the KOTOR workbench to reconfigure their weapon. Similar to how Lara Croft can upgrade her weapons in the latest revamped Tombraider
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an option like that would likely need a dropdown option list so the modeler/artist could specify which type of normal map it is, right? Or would different normal map specification be handled in the shader only?
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@@Xycaleth -- maybe you guys should consider bumping the limit to 15k (or higher) to account for Ghoul2 weapons?
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@@Xycaleth - so this is the vanilla game limit? Since you say OpenJK 13100 verts? can we increase this transform limit so that in SP we can have same number of vertices?
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@@AshuraDX -- maybe it's renderer related? @@Xycaleth, @@eezstreet -- is there any way to trap the error and get some error message from the console?