Jump to content

Archangel35757

Members
  • Posts

    2,352
  • Joined

  • Last visited

Everything posted by Archangel35757

  1. @@DT85 - Did Carcass error out? Or did it process the model and only give warnings.
  2. Try to make some of the hair on the front & sides as separate meshes to give the hair more layered look. But he's coming along nicely.
  3. I'm pretty sure the dotXSI exporters will export it properly... we'd just have to "make a change request" to Carcass. You could ask rich if he put those limitations in his Ghoul2 exporter for Noesis.
  4. What's the chances of a better physics or flight dynamics (bullet physics?) to achieve better vehicle flight qualities?
  5. @@AshuraDX -- No. I used BOTH_GUNSIT1 …just as I originally stated.
  6. @@eezstreet... yep it's too narrow-- so I will need to widen the fuselage a minor amount. ...and that is scrunching them close together than I would like... I would prefer they not be sitting that close-- as it leaves to narrow a space for a center console to run between them. Although I could alleviate the man-spreading a bit and bring the knees in a bit closer... for a new cockpit sitting position.
  7. Yeah, I'm thinking it may need a little widening... we'll see. I'll put him in the BOTH_GUN_SIT and duplicate him.
  8. Ok... so here are the side and front images of the Raven's Claw scaled to exactly 26m (relative to the size of Kyle Katarn in 3ds Max): Sorry the front and side images are not zoomed at the same level... just compare them relative to the Kyle reference model.
  9. Looking great @@AshuraDX! You definitely need to write a tutorial on how you do the detailing of components!
  10. Because you can look back over your shoulder out the cockpit side windows and see the engine nacelles-- so it has to be the correct scale. Plus I will also release a correctly scaled exterior 3D model... perhaps interactable with some parts: ladders, doors, cargo area, etc.
  11. Yeah, I see your point... 950÷0.64= 1,484.375. And... (1,484.375÷101)*1.8 = 26.45m So the in-game scale should have been correct (if they scaled at 64%). So it needs scaling up to fit Kyle in 3dsMax. Of course on export then it will be reduced to 64% ( just like the player model is).
  12. I already cited that above... it's one of three sources I found. The other two state 26m.
  13. So I found another reference that cites 26m for the length of the Raven's Claw... http://www.star.etmortius.net/equipement/ships/D6%20-%20starship%20netbook/Star%20Wars%20-%20D6%20-%20Starships%20Stats%20R&E%20Netbook.htm ...if no one else can find an "official" length... then I guess I will scale it to 26m in length.
  14. Ok... so I've been busy with life and other 3ds Max controller plugin projects... but I imported the Kyle dotXSI model into 3ds Max and merged in the Raven's Claw MD3 model... Star Wars Wiki states that Kyle Katarn is 1.8 meters tall. In 3ds Max the full-size Kyle model is 101 units tall. So using Kyle as reference we have: 16.93m for the Raven's Claw model-- which is undersized (as we all knew...). So now I've found two sources with conflicting lengths for the Raven's Claw. Star Wars Wikia says it's 20m long ( http://starwars.wikia.com/wiki/Raven ). And here ( http://galactic-voyage.com/Light%20Side-Transports-CRF-156T%20Fast%20Courier-Ravens%20Claw.htm ) it states the vessel is 26m. Can anybody else find any other references for a Modified Corellian Engineering Corporation CRF-156T Fast Courier ??? I need a tie-breaker.
  15. http://www.tweaktown.com/news/47325/cryengine-3-used-interior-rendering-demo-looks-amazing/index.html?utm_source=ttnewsletter&utm_medium=ttemail&utm_campaign=ttcs Maybe Rend2 will give it a run for its money when it's finished.
  16. @@Xycaleth, @@Raz0r, @@ensiform et al... maybe it would help if the OpenJK project leaders could ask some of the coders lurking at #jacoders if they would volunteer to tackle just a single, high-priority issue, and if they agree then assign them one of their choice thru github. This way folks can take ownership of an issue and work to resolve it. And it would boost the morale of the 1 or 2 who are actively working on OpenJK.
  17. I do agree with you... but it's a huge task to explain to a novice coder how all the parts of the code interact and work together to actaully make a solid game whilst they learn C/C++. As for myself, it would be helpful if there was a giant block diagram / flow chart that showed the major code elements and how they interact... and spit out a game at the end of the process. I was so adamant about fixing the 3ds Max dotXSI exporter code (that I set aside learning modeling & animation) and took two college C++ classes and spent another year pouring over the 3ds Max SDK and the dotXSI code just to get it fixed... @@DT85 also invested himself in that effort... I'm still learning the 3ds Max SDK as I write a new animatable pivot controller-- and I couldn't do this if it weren't for their released plugin examples & samples. Perhaps a smattering of both approaches (with a little more in-depth explaining for Code3Arena-like tutorials)?
  18. While I applaud your efforts and the tutorial is great... it's daunting to try and wrap one's head around how intricately the code interacts... I think something akin to the archived Code3Arena tutorials were just about the right amount for a newbie to bite off.
  19. How sad... there are 33 folks online at #jacoders (not counting me)... can't some of them commit to tackling one issue? @@Xycaleth - Thank you for your commitment and perseverance!
  20. @@DT85 -- ROTFL... maybe we should re-work the Luke Skywalker model first...
  21. Not much of an update... but I welded the vertices around the lips, joining it to the rest of the facial mesh... and rescaled the hair meshes a bit after @@Cerez convinced me to increase her head height... By the way, some time ago I reached out to Mandy on her facebook page and I was quite surprised to receive a reply today
  22. Interesting article on 1st person FOV: http://pyroteq.com/field-of-view-first-person-shooters/
  23. I will send you my WIP file if you can use any bits of it.
  24. @@Noodle - that RavenSoft cockpit doesn't look inspired.
  25. Ok... I've imported the Raven's Claw MD3 ship model into 3ds Max 8. I'll stay true to the outer model line in the forward fuselage area... but I'm going to start modeling it from the interior cockpits outward. @@eezstreet and others-- are there any in-game videos that show the Raven's Claw firing its weapons???
×
×
  • Create New...