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Everything posted by Archangel35757
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at the 1 minute mark in the trailer when the siren is going off and they appear to be coming out of a hangar on Yavin4... it looks a lot like "Jan Ors" and "Kyle Katarn" (the guy in the brown military jacket-- who was also depicted earlier in the briefing room) walking side-by-side. Of course they'll probably change his name too... to "Cael or Cole Craytan" or something like that.
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Why are they unwilling to throw the fans a bone and use the name "Jan Ors" -- it seems clear to me to be the same character... ...the guy in the white cape/uniform looks like the actor Ben Mendelsohn.
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Location of melee damage tables? + Dark Forces mod updates!
Archangel35757 replied to Teancum's topic in Coding and Scripts
swimming animations... perhaps I could give it a go in my mocap suit in the near future... not in water of course. -
Location of melee damage tables? + Dark Forces mod updates!
Archangel35757 replied to Teancum's topic in Coding and Scripts
you should incorporate the Ghoul2 first person view model and take a look at @@DT85's melee fighting modifications for DF2. -
the toe end of shoes look too tall compared to reference.
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dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Update: I've been working to update my dotXSI 1.x/3.x import maxscript to add support for retaining dotXSI 3.x normals in an Edit_Normals modifer. I have that working... but I've been trying to diagnose (with @@AshuraDX) why the script fails in Max versions above 2012. It's really bizarre. The script works just fine in 2011. In Max2015 it appears to be haning up at a specific point in the SI_Envelope parsing. I really want to fix this so it works for 2013-2016. -
@@Xycaleth - great news! @@DT85 - does the v1.9 dotXSI exporters fix the mesh normals for Rend2 compatibility?
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what I dont see about the unmasked ep.6 Vader is how he got that large gash on top-left of skull. I dont recall that from ep.3 ...on second thought, maybe he had a Force rage migrain headache and split his own skull when he found out Padme was dead.
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I guess in Star Wars... to be truly dead you need to fall into a giant meat grinder...
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vehicle CUSTOM SKEL NPC: AT-ST
Archangel35757 replied to minilogoguy18's topic in Dark Forces II Mod
To do it automatically as you suggest makes me have to assume that people are assigning textures from the proper Game folder path-- and that may not be correct (to just grab the texture path); and it forces people to change to that Workflow. Having the user put in the relative path as the material name leaves no questions or bad assumptions. Sorry. I can can write you a simple maxscript to assign relative texture paths to material names. That would be a simpler thing than modifying the exporter C++ code. But you'll still have to push a button or two... -
vehicle CUSTOM SKEL NPC: AT-ST
Archangel35757 replied to minilogoguy18's topic in Dark Forces II Mod
what does the original Raven asset say for a material texture & path in hex editor? what does your model say in the exported dotXSI XSICustomPSet template (which holds relative texture path for Carcass to make G2 Skin file)? -
can that involve an alpha mask (or something) so as to break up the uniform blend?
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vehicle CUSTOM SKEL NPC: AT-ST
Archangel35757 replied to minilogoguy18's topic in Dark Forces II Mod
Heresy! The new 3ds Max dotXSI exporters correctly generate the XSICustomPSet template data used to create the G2 Skin file by Carcass-- as long as you name the materials (in 3dsMax) the "relative path" name. -
Welcome to the Hub.
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What about "Upgraded Maps" ?
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JK series _humanoid Character Animation Rig
Archangel35757 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Character Studio doesnt have facial bones. I'm only considering to make a GMax version for the facial GUI rig. -
JK series _humanoid Character Animation Rig
Archangel35757 replied to minilogoguy18's topic in WIPs, Teasers & Releases
well... Gmax is still free from TurboSquid. Yes, it's ancient, but if it works... then it works. -
I'm sure @@DT85 can fix the source code in Assimilate and release a new version. Does it create the animevents file ok?
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Yeah-- I thought you started one... I think adding shader support in mod view would be best. But also a new ShaderED to preview 2D textures with shaderfx
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JK series _humanoid Character Animation Rig
Archangel35757 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Maybe I can make it work with GMax... then it'll be available to all users. @@minilogoguy18 - Sorry to digress on your thread... back to your topic now. -
Are these foilage entities sprites, efx, models, or what?
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I'm saying it looks like your flowers are undulating on a sea. It should be more like this: http://www.shutterstock.com/video/clip-3367658-stock-footage-large-fields-of-poppy-flowers-and-wheat-swaying-in-the-wind.html Your wind system seems to be affecting things at their roots/ground... rather than from the tops of the grass/flowers.
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That wind effect looks like the flowers are moving on an undulating sea-like ground. Unrealistic to me. Grass & flowers should sway from the tops. Also, I realize you are just demo'ing the tech... but it seems unrealistic to have a continual uniform distribution of flowers (unless you are in the "Sound of Music" landscape). Distributions of different vegetation should be more realistic.