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Archangel35757

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Everything posted by Archangel35757

  1. It seems that you've made 2D planes that would be sort of perpendicular to the face mesh edges??? ...you should make overlapping planes similar to how the hair is done on this character: https://shop.3dtotal.com/swordmaster-3ds-max-download-only.html only group them tighter and curve them a bit more. Or similar to these: http://www.3dhit.co.uk/?showtopic=16919 Keep up the great work!
  2. So if you hid all of the Alpha planes would his chin and jaw look like a clean shaven old Mark Hamill? Or did you pull the chin mesh down to help give the appearance of a beard?
  3. It should be possible with new animations-- with somehow causing the backside of player (standing or kneeling) to be "sticky" up against a brush wall (minor coding most likely). Then it plays another animation to come out of cover to shoot (with special key combo?) and returns to cover pose when player releases the "keys". This would be ideal for any player or NPC using guns... but would still be good for lightsabers too (e.g., stay tucked up against a wall near a corner... wait for unlucky enemy passers by, pop out and decapitate said enemy...)
  4. I would suggest reshaping his chin and jaw to match his original face... and then model the beard as a separate mesh.
  5. IIRC, they used the JKO MD3 interior model that I posted earlier in this thread... I'm going for a more realistic 3D interior cockpit.
  6. Google Stun on Star Wars wiki... most weapons had a stun setting. Just need to properly implement the Star Wars Canon stun mode on those weapons that have a stun mode.
  7. What about the stun gun that took Leia down? Edit: I think the Stun Baton should be retained-- perhaps its effect bumped up to be like a strong tazor with a knockdown and convulsion/incapacitation effect; and an alternate less potent stun/taze effect that momentarily stuns/knockbacks the victim-- to allow a follow-up police takedown move. The stun baton should be the primary weapon for Bespin Cops and other police types.
  8. ...more realism I suppose. If I recall correctly X-Wing Alliance does something like that
  9. Doesn't your animation need to be added to the anims header file?
  10. You misunderstand... the default view would be looking straight-ahead... just moving the mouse cursor would NOT move the "view" -- you would need to hold down say the ALT key in conjunction with other controls (mouse?) to slew the head bone around and dynamically look around the cockpit. ...and it could automatically return to the straight-ahead view when you released the keys. Also you could have Function keys mapped to specific views: left, right, up, etc.
  11. That wouldn't work for looking around inside the cockpit.
  12. The bit above about why have it be a view model.
  13. Please elaborate on your last sentence/comment... @@eezstreet wanted to have one or two flight missions-- therefore I thought it had to be a 1st person view model. It's not quite a .veh vehicle-- or is it? Ideally we/I want to be able to look around the cockpit & out the windows with some sort of "free look" capability like in other flight Sims (with an auto return to straight ahead view???). So potentially you could see the Kyle or Jan model sitting in the other seat doing scripted animations. This is breaking new ground so we should think it thru.
  14. That would mean the cockpit GLA animset would have to contain all bones for each cockpit-- assuming there are minor variations. As well as pilot/co-pilot movements (assuming some moves are mirrored) EDIT:@@eezstreet - I would recommend each craft have its own unique cockpit view model and animset.
  15. Ok... because I want to have a ship that can be explored (albiet limited) ...I'm brainstorming how things would look beyond the main cockpit door. I imagine there would be a lavatory... Are there makeshift bunks? Or is it just a large internal cargo bay? I imagine there is a ramp at the rear that lowers down for cargo loading… ...or does it have the capability to carry a cargo container externally? Similar to this: Post your ideas...
  16. So the Raven'sClaw 1st person view models would need to contain bones for any animated controls/levers ...as well as pilot/co-pilot 1st person bones/geometry? What about ability to "bolt" a full _humanoid GLM/GLA to a seat tag-- and simply have a reduced 1st person mesh for the player's character?
  17. So I want to ask the community to do a little brainstorming and propose a concept for how the Raven's Claw carries its cargo (10 metric tons [ 22,046 lbs ]) ...is it all internal? or an external cargo container? or both? Post your ideas in my WIP thread.

    1. Show previous comments  3 more
    2. Archangel35757

      Archangel35757

      Use Photoshop or powerpoint

    3. Archangel35757

      Archangel35757

      Maybe the rear end needs a ground support load ramp like the kind used to load bags onto airliners?

    4. Bek

      Bek

      I think you may be right. Anywho I'll PM you a sketch of what I think it should look like.

  18. @@DT85, @@eezstreet: Are Ghoul2 1st person view model animations contained within the _humanoid.gla? Or is it a different animation file? I'd like to make some 1st person cockpit animations for the Raven's Claw (startup/takeoff procedure, landing/shutdown procedure, etc.).
  19. Ok... so now the directional pedals (similar to the Bell 525) are modeled and in-place. I also raised the grips 2.5 inches... and tweaked the sitting pose so it wasn't so slouchy (it still needs refinement...). This is what it currently looks like: ...I still have a few more displays to place on the console.
  20. @@DT85 - For hair modeling use spline curves... then use refine connect to add crossing splines... then add a surface modifier... and onto that add an Edit poly modifier.
  21. Due to a lack of schematics... I'm conceptualizing (as an Aerospace Engineer)... how the crew gets access to the flight cabin. So far I'm leaning towards something similar to the B-1 Lancer bomber (the drop down ladder depicted below): Where the access door shown here is similar to the door shown in the JO cinematic video (albiet the other side): ...and upon closing, the steps would rotate to make a flat walkway back to the rear of the ship and the cargo hold. Thoughts?
  22. [in my Han Solo voice...] Well, flyin' a spaceship ain't like shootin' a rifle kid-- where you're holding the rifle up to eye-level . I did move the grips forward and up a bit; but they are not going to be in a straight-ahead view-- neither would a typical yoke type steering wheel... EDIT:
  23. I created a new issue for this on github OpenJK site.
  24. Perhaps the coders (@@Raz0r) would know if it's possible to compile a code patch for the legacy retail version?
  25. @@mrwonko, @@Raz0r et al: Was this hard-coded rider animation added to OpenJK issues list? If not, ...it should be.
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