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Everything posted by Archangel35757
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[WIP] Q3ME: a 3ds Max Level Design Plugin
Archangel35757 replied to AshuraDX's topic in WIPs, Teasers & Releases
And I should add that the MD3 and XSI exporters (.xsi is used by Carcass to compile GLM/GLA) support accurate custom normals. Most other exporters for other software don't... iirc. @@AshuraDX I need to compile a 2016 version of the .ROF exporter for you to try out. AND I wonder how hard it would be to create a Maxscript exporter to write PFLOW to an .EFX file? -
Ideas about the combat in Jedi Academy.
Archangel35757 replied to Mizore's topic in Jedi Knight General Discussions
??? The blade in Star Wars supposedly gives off no heat. -
@@sebcrea - what 3D package will you be using to weight Boc to the humanoid skeleton? It might be easier to "animate" the skeleton into your sculpt pose; then Let it animate back to the root pose and then redefine the skin pose when back in the root pose.
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Jedi Home III - Temple Edition
Archangel35757 replied to AngelModder's topic in WIPs, Teasers & Releases
@@AshuraDX - Count yourself lucky then... -
Jedi Home III - Temple Edition
Archangel35757 replied to AngelModder's topic in WIPs, Teasers & Releases
Only 3dsMax 2017, Max2018 run properly on Windows 10. Older versions of 3dsmax are glitchy. You can try compatibility settings. Probably the same applies to Maya. -
Jedi Home III - Temple Edition
Archangel35757 replied to AngelModder's topic in WIPs, Teasers & Releases
@@AngelModder - Did you upgrade to Windows 10? -
Also, it's not just the vertex count as displayed in the 3D package... you have to consider if you have multiple vertex normals and/or multiple UV texture coordinates at a vertex... because the model compilers will have to create extra verts for these. (Note: A vertex can only have 1 normal and 1 UV coordinate... the software, like 3dsMax, may allow for more... but it will create the extra vertices during export).
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@@sebcrea - please try it out... and give me feedback. https://jkhub.org/files/file/3301-softimage-quake3-md3-exporter/
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@@sebcrea - so... are you using the MD3 exporter I created for Softimage?
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Also, consider using custom normals via the Edit_Normals modifier... by doing so you can help minimize the number of extra verts that get created due to extra normals at a vertex.
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Ok... so trying to start the process of documenting issues. So, I could not figure out why the EFX would give me these R_LoadImage() errors when trying to load EFX from my extracted "modding" directory: d:/gamedata/base ...because I had extracted all of the PK3's, and the shaders were there. Then it dawned on me that I may have too many player/vehicle model shaders added to my ../shaders folder. So I moved them to a backup folder and re-extracted only the game's shader folder and viola... that worked! No more shader errors. WHY? This seems like some kind of hard-coded limit in EffectsED on how many shaders it can load into memory, or something... right? Anyways, seems like an issue to me. Once I restored only the original shaders... the EFX would play correctly-- HOWEVER, the MP3 sound for droidexplosion1.efx would only play a "ding" sound from either C:\ or D:\ drives when playing the EFX. However, when playing the sound from the Sound Tab only... it would play the sound correctly-- but only from d:/gamedata/base ...but it would give that error from C:\ path.
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level Level 13: Lost planet of the Jedi
Archangel35757 replied to Randorando's topic in Dark Forces II Mod
imo, I think the cliffs should be modelled in a 3D app and have detailed normal maps... there's only so much you can do in Radiant, right? -
Ask me anything about the Jedi source code
Archangel35757 replied to MGummelt's topic in Coding and Scripts
@@MGummelt... ok... so in terms of making maps or content, we should just use 64 units = 1.8 meters. Thanks for the clarification. -
Ask me anything about the Jedi source code
Archangel35757 replied to MGummelt's topic in Coding and Scripts
Yes, in-game characters (with a few exceptions... Desann) are 64 units tall. But what are the Game's units? This is different from using what Wookipedia says is Kyle's height of 1.8 meters (5'-11"). @@MGummelt -
Ask me anything about the Jedi source code
Archangel35757 replied to MGummelt's topic in Coding and Scripts
@@MGummelt - so we are having a discussion on Discord about the in-game size of the players in Star Wars Jedi Outcast/Jedi Academy... Legacy Quake3 documentation states the Game Units are: 8 game units equal 1 foot. Other sources stated that Q3 player models were 56 units tall... thus 7 feet tall using that scale. Please tell us... do Jedi Outcast and Jedi Academy use that same scale for game units (8 game units = 1 foot), or did Raven change the in-game scale? In 3dsMax the skeleton and Kyle are 100 units tall (to tip of his skull... hair is a smidge more) and ModView ruler shows Kyle at ~ 64 units tall. So by that standard Kyle would be 8 feet tall in game units. Is this correct? -
@@Alvar007 - Wrong. You need to be using Carcass v2.2 from here: https://jkhub.org/files/file/2074-carcass/ Carcass expects the root pose to be keyed on Frame 0 in the XSI file(s) you export... is it? Are you exporting animations starting from Frame -1???
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dotXSI and Carcass FTW!
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you're going to add rolling, yes? rather than that sideward skid?
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[WIP] Q3ME: a 3ds Max Level Design Plugin
Archangel35757 replied to AshuraDX's topic in WIPs, Teasers & Releases
just refer your users to existing online basic 3ds Max user interface interaction training videos, etc. from Autodesk as prerequisite training. https://www.youtube.com/channel/UClS3gPxzFYgTUz6JOIruyqA?app=desktop OR https://knowledge.autodesk.com/support/3ds-max/getting-started?sort=score