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Archangel35757

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Posts posted by Archangel35757

  1. @@DT85 - yeah but would that approach allow you to expand any of the individual GLA files and not impact the start/stop frames of the others? I guess it would not impact others, as each GLA would have it's own config file...

     

    ...add a Melee category for all hand-to-hand combat fighting. Also, I would suggest all acrobatics be in the Core.gla since they can be used for melee, etc.

  2. In all of the LucasArts flight sim games-- Y-Wings are the slowest. B-Wings were about the speed of the X-Wing but rare to fly in-game. You should look to X-Wing Alliance for comparisons. And Corvette Blocade Runners should be relatively fast (not slow) imo. Surely Star Wars Rebels or other canon resources have updated capital ship statistics?

    eezstreet likes this
  3. @@DT85, when you say it overrides previous GLA's... you are saying you could have a "melee.gla" that would override existing melee animations and ADD new melee animations (as long as the new ones are added to the anims.h list)? So it only requires compiling the "delta" animations?

     

    @@eezstreet, @@mrwonko -- could we externalize the anims.h animation list so that it is read by the compiled game code from an external txt file? This would allow for easier animation modding, right?

  4. Rey has no training whatsoever-- but fights like a decent padawan/young jedi. Luke does not train Rey in anything significant. Zero saber skills...but then when you look back to original triliogy Luke was pathetic in saber fighting as well-- this is because the fight coreograpghers treated "lightsabers" like broadswords from King Arthur days. The prequels were like-- holy shit! this is how lightsaber fighting is suppose to be. Granted, the earlier, original trilogy saber patheticness was due to the fact that they used delicate Lexan rods that broke easily. I'm just hoping Ezra Bridger, or Obi Wan Force Ghost, shows up in Ep.9 to train Rey and help kill or turn Ben Solo back to the light.

  5. I had such high hopes for this movie... but the story plot was so weak-- it's like the writers didn't come up with a story until the night before their assignment was due-- and they just did a half-ass job at that. This one is the worst of all SW movies. Very disappointing indeed. Even when Rey gets sucked into the Darkside Anus-- it was so anti-climatic. Rian Johnson and the script writers suck.

     

    My only hope is that the start of Episode 9 has Luke coming out of a "Force Meditation" where he is trying to see the future (i.e. Ep. 8)... and Rey is there and he says-- difficult to see the future is... and thus ep. 8 is just a bad memory of what might have been... and they go on to do a better movie.

    the_raven and Killjoy like this
  6. Sounds good... start with his basics and progress to what power 3dsMax can bring-- Digital Elevation Model (.DEM) terrain from Satellite data, etc.

     

    Also, since you have come this far-- you might as well take the JKO and/or JKA texture pack and create a 3ds Max Jedi Knight Material Library (you should be able to have it point to the extracted \base folder's extracted PK3 textures)... to further simplify applying the game's textures to assets.

  7. Later versions of Max use python I think, if that helps.

    Python support goes back to Max8. Blur Studios created plugins and support for Python (2.4?)... I have it all in my archives.

     

    But Maxscript is probably easier. You can also create new C++ functions, using whatever C++ libs you want and expose that function as a new Maxscript function. I did this once... would require compiling against each SDK. Many free examples of this by denisT and Klvnk on CGTalk maxscript forum (they are called Maxscript extensions-- C++ plugins with .dlx extension).

     

    @@Xycaleth-- you volunteering to create the C++ library? :winkthumb:

  8. It may be too much to ask, but is there a chance to have something like this for Softimage?

    Not if you, @@ChalklYne or @@minilogoguy18 team up for it. You might even ask (bartering your modeling skills) "rray" or another Softimage plugin coder at

    si-community.com in the programming forum if they would consider it. @@SomaZ is working on a Blender version-- if he is using Python perhaps you could adapt it for Softimage? But as for me... I have very little free-time now and need to get back to my 3dsMax projects (...in what little free-time I have). I still need to debug the XSI MD3 exporter cancel bug.

    ChalklYne likes this
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