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Archangel35757

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Everything posted by Archangel35757

  1. The bit above about why have it be a view model.
  2. 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.
  3. 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.
  4. 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...
  5. 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?
  6. @@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.).
  7. 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.
  8. @@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.
  9. 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?
  10. [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:
  11. I created a new issue for this on github OpenJK site.
  12. Perhaps the coders (@@Raz0r) would know if it's possible to compile a code patch for the legacy retail version?
  13. @@mrwonko, @@Raz0r et al: Was this hard-coded rider animation added to OpenJK issues list? If not, ...it should be.
  14. @@eezstreet et al -- do you think the main mode of spacecraft control was via thrust vectoring using those large engine nozzle extensions? Also I'm currently brainstorming the entrance into the main cockpit and also the cargo hold area. Any thoughts?
  15. I think I will narrow up the seats in a few places.
  16. Ok... so the thrust grip and control grip models are finished (...though they still need UV mapping and texturing): I think the seats and co-pilot/pilot controls are too close together... I plan to spread them out just a little bit more.
  17. I have the control grip modeled and tentatively placed... Just need to model the thrust control grip for the left side of seats... still much to do.
  18. Hah... speaking of my red seats-- I told @@AshuraDX that they reminded me of a vintage 1970's muscle car bucket seat. Here's an update for the modification to install the holoprojector (how I think it should have been):
  19. The original cockpit is all kinds of hokey... can't believe they didn't take time to make a more respectable, believable cockpit... The holo-projector (blue circle) is pointing back at the door behind them... (at the 2min mark) yet Mon Mothma is project straight upwards. https://www.youtube.com/watch?v=o3PYSLKBuQg
  20. Quick update: ...in the process of populating displays on the control panels.
  21. Ok... so the flight-crew seat model (818 polygons total) is basically finished (just needs UV mapping and texturing): I need to further refine the cockpit seat pose but here's what Kyle looks like for now (...a bit too slouchy): I'll model a seat harness after I finish the pose...
  22. I guess what I didn't like about the JKA story was the the lack thereof... no story. I don't like the idea of Jaden already having built his own lightsaber without any force training. I think there should be a mod so that you have to construct you lightsaber from parts (where you have a work-bench KOTOR style or similar); have some earlier character development missions between Jaden and Rosh where they're taken on missions by Kyle Katarn (or other instructors) to find parts, crystals etc. to construct their sabers... this is where Rosh (being too competitive) could develop jealousy, animosity towards Jaden. Redo the Rosh model and voice acting. Also, from one of the EU books... wasn't the spirit of Exar Khun on Yavin IV? Thus the reason for the darkside around/within one of those Masassi temples? Perhaps Rosh fails his "Cave moment" test and is thus tempted by the Spirit of Exar Khun???
  23. Here's an update... I'm modeling the flight-crew seat now: ...just need to finish up the seat bottom.
  24. @@Boothand - Are those T2 duck terminators?
  25. @@DT85 - Did Carcass error out? Or did it process the model and only give warnings.
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