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Archangel35757

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Everything posted by Archangel35757

  1. well... Gmax is still free from TurboSquid. Yes, it's ancient, but if it works... then it works.
  2. I'm sure @@DT85 can fix the source code in Assimilate and release a new version. Does it create the animevents file ok?
  3. 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
  4. 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.
  5. Are these foilage entities sprites, efx, models, or what?
  6. 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.
  7. 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.
  8. Not everybody has 3ds Max... there are already some open source tools that might be adaptable to modview code. One example is called hapFACS. http://ascl.cis.fiu.edu/hapfacs-open-source-softwareapi-download.html
  9. Skelling Michael for sure. You can import Satellite Geological Digital Elevation Model (.DEM) files into 3ds Max. I also have Vue xStream and would be happy to assist you with terrain in 3ds Max. What 3ds Max version are you using? Allow for swimming out to some of the nearby smaller islands-- you can put that Shark NPC model to use (or other sea creatures).
  10. Reworking the ear... progress slow due to playing with mocap suit. Hope to start working in MudBox to retopo the head/hair this weekend.
  11. @@minilogoguy18 -- I'm referring to JKE. The new facial.gla will drive facial animations & lip sync in-game using .LIP and .VCD text files like used in source engine. https://developer.valvesoftware.com/wiki/Faceposer But we need a way to create these .VCD and .LIP files for JKE. My 3ds Max face rig GUI will have these as export buttons. But not everyone uses 3ds Max. So this ability needs to be added to one of the tools. Since ModView is graphical, I suggested expanding its abilities to have another tab in ModView that would open something like the Faceposer editor (as part of ModView). Or maybe the ICARUS tool could be expanded? @@eezstreet, @@Xycaleth, @@DT85... thoughts?
  12. Can you show a wire-edged overlay? The ankle joints seem like they could use a little more tweaking... showing a little more krinkles in the leather?
  13. Nice. Would be cool to create a "musician's GLA" for various Star Wars instruments... so we could script some NPCs entertaining in a Cantina (such that their animations were synced to the music).
  14. My facial rig will be all bone-driven. No morphing.
  15. I am planning to build a facial rig setup in 3dsMax and then create a new facial GLA from that which will have poses/animations for all phoneme/visemes and facial expressions (from neutral to: fear, anger, joy, sadness, surprise, disgust). It would be nice (@@eezstreet, @@Xycaleth) if this facial GLA was added into ModView to create a "face room" dialog window where people could string together there facial poses/animations add an actor audio file for phoneme parsing (using PRAAT as I plan to do in 3dsMax) and then export out the final .LIP and .VCD files the engine would use. My (bone-based) facial rig GUI will do all of this in 3dsMax... would be nice if ModView could do it as well (using the building blocks within the facial GLA). Too bad FaceRobot is not freely available to XSI ModTool.
  16. @@DT85 - We should create a 1st/3rd melee system upgrade... ...with more/better hand-to-hand combat & self-defense moves. But I have have no clue how the code mechanics work to say for example-- block an incoming punch and simultaneously counter-attack (Krav Maga style). @@eezstreet - any ideas? Punches (Left/Right): Jab Cross Hook Uppercut Hammer fist (forward, downward) Palm-heel strike Horizontal elbows Vertical elbows Legs (left/right): Knee strikes Front kick Side kick Rear kick Round kick Groin kick Ground defense moves, Etc.
  17. Well... I just automated the manual process. If you find it useful then vote on it.
  18. Version 1.0

    222 downloads

    This maxscript allows the user to transfer Skin Modifier data from mesh objects onto a new skeleton. It assumes the incoming new skeleton has the exact same bone names as the old skeleton-- however, the "Load Envelopes" dialog will allow you to match bones manually so you could use different bone names if necessary. See the included readme file for description and usage.
  19. I dont care what's done with game-specific files, but most of the utilities files are game agnostic... all of my 3ds Max exporter plug-ins work for most Raven games (SoF2, JO, JA, etc.)... it's a bad layout design.
  20. Whose (BAD) idea was it to change/break-up the Files section by game (JO or JKA)??? WTF? Why would anyone break the Files》Utilities section up by JKA and JO categories? Especially utilities which work for both games?! This just causes duplication or folks look in one category only to not find the utilities needed. This is BAD. File》Utilities should be an independent category all by itself-- especially for things like 3ds Max plugins and scripts-- which don't give a F*ck what game it is. Create an Independent Utilities section with subsections for: Misc 3ds Max Blender Maya Softimage etc. ...and JO and JA-- only if they are truly unique utilities for only those games and they don't work for the other, etc. Bad, Bad, Bad... I will hold off submitting new utilities until this is fixed.
  21. Would be cool if Rogue One included Kanan and Ezra.
  22. Actually there are other forums that discuss the plans being transmitted by a circuitous route... that Kyle transmitted the plans to another rebel group that broke into an imperial comms center and transmitted the plans. Read here: http://boards.theforce.net/threads/a-question-of-continuity-who-stole-the-death-star-plans-bria-tharen-or-kyle-katarn.4162652/
  23. Please move the mobile cellphone site's "Full Version" button to the top of Web pages. It's a pain in the arse to have to scroll down long pages to click that button to go to full site.
  24. Why? He's the one that stole the Death Star plans (very first mission of the Dark Forces game).
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