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Archangel35757

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Everything posted by Archangel35757

  1. @@minilogoguy18, @@DT85, @@Psyk0Sith : While I fix the vertex normals for the 3dsMax dotXSI exporter, we may still have an issue with the UV seams from the Carcass compiled model. I understand the long-term historical problem of UV texture seems showing on models-- but I thought that was a result of the texture artist not painting perfectly blended textures across those seams. What DT85 and @@AshuraDX were describing is that Carcass appears to have non-uniform UV normals along the seam texture vertices. @@minilogoguy18 - Does this happen with dotXSI models created and exported from Softimage/ModTool & Carcass? EDIT: Here's a Maxscript tool to set customized vertex normals by weighting by both face angle and face area ( it should work in versions back to 3dsMax 6): https://github.com/ByteHazard/wnormals
  2. Hmmm... I don't think lightsabers should be able to deflect fire or fireballs-- they don't deflect the nohgri stick gas weapon, right?
  3. Perhaps... but I would use it for my IG-88 WIP and @Asgararath83 is struggling to create a new class now as well.
  4. How about a mechanism to easily create new classes in single player?
  5. Yeah, I plan to keep it. Maybe someone will want to texture crystals or a disco ball.
  6. So here are the Type Normals export options I plan to add to the v1.9 dotXSI 3.0 Exporter (shown in red): Thoughts (@@DT85, @@AshuraDX, @@Xycaleth, @@Psyk0Sith)?
  7. Leaving the EditNormals modifier on the stack would simplify checking for it and interfacing into it-- else use smooth groups. I also found this on CGTalk forums: So I intend to look at the IGame exporter source code for how they handle explicit normals versus normals computed from smooth groups. I'll report back after that...
  8. Ok... so @@DT85 contacted me and shared the following quotes via Skype: So I'm going to prioritize my fix-it "To Do" list on the dotXSI exporter plugins and recompile and release a v1.9 for Max6 to Max 2016. One question I have (@@DT85, @@AshuraDX, @@Scooper) is that these custom normals require explicit use of an "Edit_Normals" modifier-- so how does this relate to @@Scooper's smoothing group snippet (where basically the code detaches the mesh to elements by smoothing groups (to preserve smooth groups-- which in essence is preserving the mesh element normals)... seems like both features are not needed, correct? Or are they both needed?
  9. I have a number of projects ongoing ...I'm busier than a one-legged man in an ass-kicking contest.
  10. @@Bek -- I haven't worked on the Jan Ors model recently. As you are aware I've been working on her ship the Raven's Claw. Once I get a little further along with the Raven's Claw, I'll try to juggle both projects.
  11. Quick update: ...considering redoing the windows.
  12. Thanks @@eezstreet and @@Asgarath83 -- this thread will be useful when I get to the point of creating a new class for IG-88.
  13. Because the cockpit space is limited... and you don't always have "passengers" -- the two passenger seats will be similar to this fold-up flight seat: They'll be located on the cockpit's back bulkhead (one on each side of the cockpit door).
  14. Yep, @@eezstreet and I thought it was the only way to make it all work. So the maximum crew could be 3. Whereas the minimum required flight crew is 1 (Pilot). There will still be the two passenger seats... so as to stay true to all the descriptions I could find online.
  15. ok... so here's a quick update for what I've got so far of the forward fuselage: ...as you can see I need to squeeze the dashboard in until it stops protruding thru the outer moldline. The main fuselage will be rectangular in shape... in keeping with original design.
  16. @@Maui - surely there are character modeling tutorials for Blender-- you just have to model the character on the JKA root pose. Or move the mesh limbs to overlay the JKA skeleton. Steps: 1. Model the character. 2. Weight the mesh to the bones. 3. Check how your mesh joints deform as you play some test animations. 4. Texture the character. 5. Export following @@mrwonko's tutorials. I'd recommend starting with jka mesh that is similar to what you want and then just modify it.
  17. Update: ...back from vacation, and I worked on the cockpit and displays as well as the outer fuselage around the cockpit. Naturally the scaled 26 meter length Raven's Claw is too narrow to fit a side-by-side layout, as the game cutscenes portray, so I've had to widen it. I hope to post some screenshots later tonight. EDIT: I also have the gunner & gunner's seat in position... to help with making the fuselage outline.
  18. I wasn't saying to switch engines-- just borrow features from other open source engines for implementation.
  19. Are there any open source engines that do similar things? EDIT: What about Id tech 4? It's open source, yes? It's megaTextures f or outdoors would be a great addition to JKA. https://en.m.wikipedia.org/wiki/Id_Tech_4
  20. The Far Cry 2 Dunia Engine allows complex sequences and run-events during gameplay; the game features a day-and-night cycle, as well as tree and vegetation regeneration. A unique fire propagation mechanism, which allows a small fire to spread and eventually cause large brush fires, may be used either to the player's advantage during combat or against the player. The behavior of fire is dependent on factors such as wind speed, wind direction, rain, and vegetation type. For example, a fire may not spread as easily in a lush, moist jungle environment compared to dry, grassy plains and savannahs. https://myclone.wordpress.com/2010/04/17/far-cry-2-editor/ https://en.m.wikipedia.org/wiki/Dunia_Engine Can we achieve that for JK??? If we could incorporate some of those major outdoor features would be awesome!
  21. BSP is still fine for indoor maps, yes? But what about large, expansive outdoor maps? Is there a better data structure that could be added for outdoor maps and still work in harmony with BSP data structures?
  22. It should be possible to re-target animations from one skeleton to another (I was also going to use some of the STEF animations, as well as some from the saber droid. I think it also require setting a skin pose... not sure, but I'll cross that bridge soon.
  23. http://starwars.wikia.com/wiki/IG-88_assassin_droid IG-88 armament: BlasTech DLT-20A blaster rifle * Gas dispenser * Neural Gas grenades * Flamethrower * Sonic stunner * Pulse cannon Needle dart gun Blade extension set * Ion blaster DAS-430 electromagnetic projectile launcher Concussion grenade launcher Throwing flechettes Blaster rifles The ones with the asterisks will be the ones I employ
  24. ...and how many weapons does Boba Fett have? @@DrXann - What's the NPC limit?
  25. Interesting... maybe we need a combination of different data structures that work in harmony with one another? http://gamedev.stackexchange.com/questions/5493/whats-the-state-of-the-art-in-space-partitioning-for-games http://www.gamedev.net/page/resources/_/technical/game-programming/introduction-to-octrees-r3529
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