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Archangel35757

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Everything posted by Archangel35757

  1. 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.
  2. @@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.
  3. 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)?
  4. 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.
  5. 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!
  6. @@DT85 -- ROTFL... maybe we should re-work the Luke Skywalker model first...
  7. 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
  8. Interesting article on 1st person FOV: http://pyroteq.com/field-of-view-first-person-shooters/
  9. I will send you my WIP file if you can use any bits of it.
  10. @@Noodle - that RavenSoft cockpit doesn't look inspired.
  11. 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???
  12. Here are some screenshots from various Chinook-varient cockpits: So it still has to be Star Wars but I want it to be more realistic... do you think the Raven's Claw would use a center stick control or a steering wheel control? I'm leanding towards a center-stick... but some of these futuristic steering wheel cockpits look good also: EDIT-- I really like this Bell 525 cockpit (seats removed): This is a simulated view of the Apache helicopter front gunner's seat: I'm thinking that we chould have a retractable metal plating that would cover the gunner's front windshield (when seat is not occupied)?
  13. Ok... I'm looking at the MD3 model of the cockpit in MD3View (thanks @@Noodle). I must say the artists really dropped the ball on modeling the cockpit here for a flight vehicle! Pathetic! @@eezstreet, how much lee-way do I get here to do this cockpit correctly? After all they do say it is a "Modified" Corellian Engineering Corporation CRF-156T Fast Courier. Starship Specs: Craft: Modified Corellian Engineering Corporation CRF-156T Fast Courier Type: Light Courier Length: 26 Meters Weapons: 4 Laser Cannons, 2 Proton Torpedo Launchers Crew: 1 Pilot, 1 Co-Pilot (1 minimum) Top Speed: 120 MGLT Troop/Passenger Capacity: 2 Cargo Capacity: 10 Metric Tons Description: But this image does show some top glass that isn't carried over into the MD3 model: This is the inside of the full-vehicle game model: I want to re-work this to have a glass see-through front windshield... ...and there needs to be the front lower gunner's seat mods as well. Can anyone find deckplans/blueprints or orthographic views on the net for the Raven's Claw ( I haven't had any luck yet )?
  14. I'm planning to buy a brand new laptop and I will put Windows 8.1 Professional 64bit on it. I don't like how you have no say in what updates get pushed onto you as well as their invasive policing in Windows 10.
  15. Co-op MP missions with SP style mission objectives (a la COD) gameplay.
  16. The scale is way off and will need upsizing to fit player size... also the Star wars wiki states that the crew is 2 (pilot, co-pilot-- minimum crew is 1) and 2 passengers-- so 4 total. But I can't find any details of where the "2 passengers" would sit unless it's behind the main crew station. I agree with @@eezstreet that there is a gunner position down/front of the crew station...
  17. @@battle111 (or anyone with Maya2014), please load up @@DT85's Maya Skeleton and post a screenshot showing the local bone "joint" transform axes... Inside Maya they should match this image (which depicts the Softimage +Y up coordinate system):
  18. I wouldn't be too sure... just like how the Softimage Company's dotXSI importer/exporter only rotated the master scene node + or -90 degrees about the X axis (which is not a proper coordinate transformation for a linked hierarchy) ...the FBX exporter could have done the same bad method. We should check... I'll see how it looks in Maya.
  19. Simply re-import your FBX file for the root pose and compare to the 3dsMax skeleton. If the X, Y, and Z local axes match... then they're good... if not-- then they're bad. You could also import it into Softimage Mod tool and compare to @@minilogoguy18's rig.
  20. Please read carefully: I did not say your FBX files were "bad" ...because I have not had time to verify them. What I explained to you above is how you can verify that your FBX files have the correct pivot transforms (local axes)-- and if they do... then great! But if they don't comply with what I said above then... yes they would be bad and should not be used for any JO/JA animations. Is that clear?
  21. Windows 8.1 versus Windows 10 SSD performance: http://www.tweaktown.com/articles/7299/microsoft-windows-10-vs-ssd-storage-performance-analysis/index.html
  22. @@Asgarath83, @@DT85 -- Maya uses a +Y up coordinate system (same as Softimage). Therefore the Maya skeleton local axes need to exactly match the dotXSI root.xsi file (either the original Raven XSI files or dotXSI files exported from 3dsMax using the new 3dsMax dotXSI v1.8 exporters that @@DT85 and I fixed. @@battle111 -- If Maya supports importing dotXSI v3.0/3.5 files then you just import and use the dotXSI files instead of the FBX files (so as to avoid yet another conversion process). @@DT85 -- your Maya skeleton bone axes need to match the orientation as they are in a valid dotXSI file.
  23. @@Noodle -- what is the file path to that .MD3 ???
  24. IIRC, You imported the original dotXSI files using 3dsmax5 and then you exported it from Max5 to FBX format... but it is critical to know which axis system you used for FBX export (+Z up or +Y up) because if you chose the wrong one they could all be "invalid". And by that I mean that the local coordinate axes are all off by 90 degrees X-axis rotation... the local axes of the "FBX" bones must align with the Original Raven skeleton pose
  25. Concerning dismemberment... I think it would be better if dismembering of limbs would not result in death... but rather play a wounded animation instead... where the player could then do a finishing move on the victim. Just like how Anakin did in his duel against Count Dooku.
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