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Everything posted by Archangel35757
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@@ChalklYne - do we have those JKO animations in the released animation files? If so, you could send me the list and I could try in 3dsMax to import the XSI and re-export it for you as an XSI file that Softimage can open.
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looking forward to the next update.
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Ask me anything about the Jedi source code
Archangel35757 replied to MGummelt's topic in Coding and Scripts
I'm sorry... I just do not have any free time. Real life has me very busy. I wish I could help... I hope you are able to figure it out. Maybe someone else here could help you. Try asking in the Discord Coding channel. -
Ask me anything about the Jedi source code
Archangel35757 replied to MGummelt's topic in Coding and Scripts
@@Asgarath83 - CONGRATULATIONS!!! -
Serenity Jedi Engine revived?
Archangel35757 replied to the_raven's topic in General Modding Discussions
@@JaceSolarisVIII ...bitbucket is easy to use if github scares you away. -
Importing Player Model to Jedi Academy
Archangel35757 replied to lordmuda's topic in Modding Assistance
Download @@minilogoguy18 's skeleton rig and watch his tutorials. -
Alternative to MD3 format for misc_models
Archangel35757 replied to Asgarath83's topic in Modding Assistance
...just decent? -
Importing Player Model to Jedi Academy
Archangel35757 replied to lordmuda's topic in Modding Assistance
you will need to use either 3ds Max, Blender, or Softimage ModTool to manipulate the mesh objects to pose the character in the JKA root A-Pose. You will find skeleton files for these 3D programs in the Files>Utilities section. Also, check the tutorials section. Once in the A-pose you will have to weight (skin) the mesh to the skeleton bones... then export to the game format... Blender does this differently than 3dsMax or Softimage ModTool. Good luck. -
really nice polished metal shaders!
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level Level 9 - Fuel Station Launch
Archangel35757 replied to Jedi_Mediator's topic in Dark Forces II Mod
You can also use normal mapping on brushes, correct? @@SomaZ -
level Level 9 - Fuel Station Launch
Archangel35757 replied to Jedi_Mediator's topic in Dark Forces II Mod
Google "Fuel Refinery" and "Naval Fuel Depot" and look at the image results for more inspiration. Looks great so far. -
@@Psyk0Sith - (to my knowledge) the dotXSI exporters do not turn edges on export.
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Adding a vert where you suggest still results in all quads if you remove the top vertical edge, and ignore your two lower red diagonals... but just add another edge loop all around-- this would allow you to round out that existing bottom belly edge loop and allow for better fat roll, no? Looks great @@ChalklYne!
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what is providing the structural support for the curved rails? Or are they just floating in space?
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Moving and Entity with icarus script
Archangel35757 replied to Asgarath83's topic in Coding and Scripts
@@eezstreet, @@Raz0r, @@Xycaleth, @@ensiform, @@Stoiss, @@UniqueOne ... any of you have time to help with this? -
level Level 13: Lost planet of the Jedi
Archangel35757 replied to Randorando's topic in Dark Forces II Mod
@@DT85 - Stalactites? Rather than "radioactive glowing crystals. Maybe the lighting is realistically dark and requires judicious use of the head lamp item... NV googles wouldn't work either (i.e., no light source) -
@@AshuraDX - Flying home today... how can I be of assistance?
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Moving and Entity with icarus script
Archangel35757 replied to Asgarath83's topic in Coding and Scripts
you should do that with C++ NPC movement code... but I am not familiar with the code (sorry). -
level Level 9 - Fuel Station Launch
Archangel35757 replied to Jedi_Mediator's topic in Dark Forces II Mod
@@Jedi_Mediator - please grab the actual image link that works with IMG tags. -
I'm wondering if it would be viable to have Bolt-On GLM/GLA models for things like armor, capes, robes, etc.? It would require a coding change to allow bolting on of robes, cloaks, capes, additional armor, etc. and would also require having the base humanoid.gla to tell the bolt-on models what anim to play. So they would have to be animated 1-to-1 to match the base anims. What do you think? Seems like then you would not have the humanoid gla burdened with ancilliary bones... @@Raz0r, @@redsaurus @@eezstreet, @@DT85
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WIP: ROFF Exporter Plugin for 3ds Max...
Archangel35757 replied to Archangel35757's topic in Coding and Scripts
Coming back to this soon! -
Yes, I am still working on it. But I've gotten sidetracked with coding/compiling 3dsMax Animatable Pivot controller and a new IKFK Solver plugin for 3ds Max 8 and up (source code from another 3dsMax artist/coder). I need both of these controller plugins for my character rig. Also will be using wrinkle maps and reflection/refraction (on @@SomaZ renderer feature list). I will post an updated pic soon. Until then... this is the last WIP screenshot:
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[WIP] Q3ME: a 3ds Max Level Design Plugin
Archangel35757 replied to AshuraDX's topic in WIPs, Teasers & Releases
And I should add that the MD3 and XSI exporters (.xsi is used by Carcass to compile GLM/GLA) support accurate custom normals. Most other exporters for other software don't... iirc. @@AshuraDX I need to compile a 2016 version of the .ROF exporter for you to try out. AND I wonder how hard it would be to create a Maxscript exporter to write PFLOW to an .EFX file? -
Ideas about the combat in Jedi Academy.
Archangel35757 replied to Mizore's topic in Jedi Knight General Discussions
??? The blade in Star Wars supposedly gives off no heat.