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Archangel35757

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Everything posted by Archangel35757

  1. Yes, I am still working on it. But I've gotten sidetracked with coding/compiling 3dsMax Animatable Pivot controller and a new IKFK Solver plugin for 3ds Max 8 and up (source code from another 3dsMax artist/coder). I need both of these controller plugins for my character rig. Also will be using wrinkle maps and reflection/refraction (on @@SomaZ renderer feature list). I will post an updated pic soon. Until then... this is the last WIP screenshot:
  2. 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?
  3. ??? The blade in Star Wars supposedly gives off no heat.
  4. @@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.
  5. 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.
  6. 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).
  7. There won't be any updates... I had documented these bugs/issues in hopes a little black raven might fix them... but was told that won't happen. We are stuck with what we have. Unless one of the coders wants to use a pared-down version of the engine and wrap a GUI around it.
  8. @@Mandalorian - Camera shake works in maps-- does not work in the editor.
  9. @@sebcrea - please try it out... and give me feedback. https://jkhub.org/files/file/3301-softimage-quake3-md3-exporter/
  10. @@sebcrea - so... are you using the MD3 exporter I created for Softimage?
  11. 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.
  12. 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.
  13. One bug I know of is that it will not play .mp3 sound files (like it can't find winamp). A second bug I know of is that camera shaking does not work. It doesn't support or allow loading Ghoul2 models-- which we might want to put some EFX on.
  14. I would like to ask the community to help me document what all the issues, bugs, shortcomings are for the Jedi Knight version of EffectsED. Also, what improvements would be most desirable. Thanks. Post your comments below.
  15. 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?
  16. @@MGummelt... ok... so in terms of making maps or content, we should just use 64 units = 1.8 meters. Thanks for the clarification.
  17. 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
  18. @@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?
  19. @@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???
  20. No, you can create a custom cutscene Level .GLA for whatever you want... and you can call the animations from it with scripting... as I understand it.
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