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Archangel35757

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Everything posted by Archangel35757

  1. Perhaps @@mrwonko knows... but I'm guessing a character channel can only play one sound file at a time... not multiple?
  2. I think all the sounds haves to be mixed down into a single audio file if you want them all to play on a single channel-- just guessing.
  3. Does HK-47 have any motorized joint movement sounds? I'd just use those if they exist.
  4. you said, "But I can just export it back to 3ds Max..." be careful going back and forth between 3ds Max and Softimage... if you are using Crosswalk-- it doesn't transform the model correctly... basically it just rotates the scene root node 90 degrees about the x-axis... rather than do a true coordinate system transformation (as the v1.9 dotXSI exporter does... I explain this in more detail in my readme file). Other-- I vote Bothan.
  5. Are you going to rig this to its own custom skeleton?
  6. You should make the collapsible stock animate and actually fold hold and hold like a rifle into shoulder for more accurate aiming, single-shot mode of fire.
  7. If you look at the character animations in ModView for Kyle... you see all those FACE_TALK animations have the body in a DaVinci T-Pose... I've never done what you are doing... but I would suggest try adding an animation to the TORSO... or figure out how to have those FACE_TALK animations affect only the face bones. @@DT85 -- any suggestions?
  8. @@Psyk0Sith - It's ModView 2.5 that allows playing sounds from the animevents.cfg... After you load the Saber Droid's model.glm you should see under the Edit menu the sound options become available-- choose: Allow "animevent.cfg" audio-file playing" I think I installed WinAMP to keep that damn WMP from spamming my screen while playing the animations&sounds in ModView.
  9. IIt's been a long time... I'll try and see if I can recreate what I thought I heard. I thought it was as simple as extracting all the game sounds for the saber droid to their proper base folder.
  10. Extract the sounds for the original Saber Droid and enable it's animevents in ModView.
  11. The animevents configuration file plays specific sounds per animation. You can tweak your MODView settings to hear these sounds play as the animation plays... assuming you extracted the sounds from the PK3. Am I right? @@Xycaleth, @@eezstreet, @@DT85. @@Psyk0Sith -- I have this "Foley Studio" SoundFX plugin for 3ds Max8: https://vimeo.com/137026749 ...if you'd like to collaborate an a single animation demo test.
  12. Are you planning to add motorized joint sounds?
  13. IF you created your character model using 3ds Max and the version 1.8 dotXSI exporter then you need to delete the v1.8 exporter and download the latest v1.9 dotXSI exporter for your version of 3ds Max. In the original exporter code (and v1.8 changes) the exporting of vertex normals is incorrect which can have bad lighting effects on models. This should all be fixed in the v1.9 exporters.
  14. They're all approved now... to all those folks that I emailed early pre-release 1.9 beta versions ( @@DT85, @@AshuraDX, @@Milamber, @@Psyk0Sith, @@KENNITHH ) you need to delete that plugin (because the internal non-tri polyMesh vertex methods were not correct/finalized) and download the released v1.9 Beta0 plugin.
  15. Maybe they are smarter than you think and they just don't want their blaster bolts reflected back at them from the Saber blade
  16. This plugin will also work in 3ds Max 2016... I forgot to mention that in the description.
  17. @@Scerendo -- so how do you compile to GLM? Exporting with Scooper's GLM/GLA exporter? Or exporting to dotXSI and using Carcass2.2? ...I just submitted the 3ds Max 2015 dotXSI 3.0 v1.9 exporter that fixes exporting of vertex normals. I would appreciate it if you would test it out and compare your Aayla model's vertex normals in ModView with the vertex normals in the 3ds Max viewports (to see the vertex normals in 3ds Max you can temporarily add an Edit_Normals modifier to the mesh objects). The good thing about this version 1.9 exporter is now you can use specified/explicit vertex normals for even better lighting/normals mapping.
  18. Update: Still waiting on approval of the 3ds Max 2013 exporter. I also have just submitted the 3ds Max 2015 dotXSI 3.0 v1.9 exporter... so hopefully they'll both be approved soon. I would really appreciate some user feedback regarding how the vertex normals look in Modview, as well as in-game, as compared to 3ds Max viewports (temporarily apply an Edit_Normals modifier to see vertex normals in the 3ds Max viewport).
  19. Version 1.9 Beta1

    178 downloads

    This plugin exports a Softimage dotXSI 3.0 file. See the included readme file for more details and installation/usage instructions. This plugin will also work in 3ds Max 2016.
  20. Yes... have the engine look for and load all the GLA files found in the player folder??? Does this mean you would need an overarching animation.cfg file that would cover all animation gla files: _humanoid.gla, myCustomAnims.gla, myKravMaga.gla, etc.? Likewise for the animevents.cfg file?
  21. What if the weapons were compiled as a separate library that the main OpenJK code linked to? Perhaps then an easier method could be devised for us novices to add new weapons to the library?
  22. Update: I just submitted the 3ds Max 2013 dotXSI 3.0 v1.9 Exporter (32/64-bit) for approval... @@eezstreet or @@Barricade24 or @@AshuraDX -- please approve the files in numerical order (lowest to highest) if possible. Remember that Max2013 plugins also work in Max2014... I'll update, recompile and submit the Max2015/2016 version tomorrow. User feedback is greatly appreciated. Thanks!
  23. Version 1.9 Beta1

    107 downloads

    This plugin exports a Softimage dotXSI 3.0 file. The 64-bit plugin will also work in 3ds Max 2014 (Note: there is no 32-bit version of 3ds Max 2014 or later).
  24. Just submitted the 3ds Max 2012 32/64-bit dotXSI exporters... currently awaiting approval.
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