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Archangel35757

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Everything posted by Archangel35757

  1. Update: As I began to work on the inner mouth cavity, I realized that I had modeled the upper & lower teeth alignment incorrectly-- the upper teeth should extend further back overlapping the lower teeth... so I had to re-work the lower teeth insetting them with respect to the upper teeth and do a little tweaking. I think the teeth are good now... so I'm moving on to the tongue and inner mouth cavity. Teeth WIP 24f pics: So now I'm working on the tongue and mouth cavity... I will start modeling the hairstyles this weekend. I apologize for the lack of progress.
  2. Well, sorry for not having any updates to post... but since coming back from vacation I've been coding a "Multi-Pivot Constraint" controller for Max8+ (will compile up to 2016 as well)... because my JK skeleton rig needs an animatable pivot. But I'm going back to working on Jan Ors this next week. As soon as I get the head & neck finished I plan to start the facial rig & lip-sync tools development. I'll try to work on the body as time allows. Thanks for your patience.
  3. Something about Oscar Isaac reminds me of Oscar the Grouch:
  4. When I hear her name ( Phasma ) ... makes me think first name should be "Orgasma"
  5. http://www.tweaktown.com/news/44934/quake-developer-modders-compensated-efforts/index.html
  6. Perhaps more strategic placement of containers...
  7. ^ I wholeheartedly agree. Single NPCs should try to "sound the alarm" (like in JO doomgiver missions... to call for reinforcements)-- when "alarm" panic buttons are nearby (...but not end the mission like was done in JO -- give player ability to "reset" alarm after dealing with troopers). Multiple NPCs should use military squad tactics to provide suppression/cover fire to allow other NPCs to maneuver against player. They should all seek to fire & maneuver using available cover.
  8. I have the original game CD and packaging... I bought it several years ago from eBay (Glad I did! )
  9. Hmm... An important message regarding the XWA Steam released version ( incompatibilities ) was posted on the XWAUP site: http://www.xwaupgrade.com/ Looks like XWAUP craft packs & DarkSaber UCP will only be compatible with GoG version of XWA.
  10. If you don't have it already, or have never played it... you can save 10% on XWA now at Steam. https://store.steampowered.com/mobileagecheck/mobileapp/361670/ I also would highly recommend downloading all of the upgraded assets (XWA Upgrade Project) from ModDB. I also have all of the tools needed to mod XWA if anyone has difficulty in finding them.
  11. What mod (and specific coder) added the grappling-hook (...and thus "Tarzan swings") and what is the best map to demo this feature?
  12. Just got home from vacation a few hours ago-- Hawaii was a blast! So I just finished installing X-Wing Alliance on my Windows XP x64 workstation following the MODdb guidance... next step is to install the actual model upgrades and tools...
  13. Here's just one example of a flight dynamics model engine: http://sourceforge.net/projects/jsbsim/?source=directory Could also export a Matlab 6-DOF flight dynamics model as standalone C code... this would give us full control over the flight dynamics input & output signals that would be needed to tie into the OpenJK code-- could probably just append the necessary 6-DOF flight dynamics/control matrices in the vehicle file.
  14. @@Cerez - Maybe Sabine is related to Jango Fett? Second cousin once removed?
  15. @ -- there are open source flight dynamics engines intended for games that are available on sourceforge-- one of these could be used to improve the JK Flight dynamics.
  16. Try a complex ROFF2 flight path using the Max6 beta plugin.
  17. From StarWars wiki: "...However, New Republic agent and Jedi Knight Kyle Katarn infiltrated the vessel [Doomgiver] and transmitted the Doomgiver's coordinates to Rogue Squadron, who ambushed Doomgiver above the jungle moon. Katarn then sabotaged the ship's shield generator. Vulnerable to attack, Doomgiver was destroyed when Rogue Leader managed to destroy the bridge. Katarn escaped after a fight against Fyyar and found and rescued Jan Ors who had been held captive. The Doomgiver exploded above Yavin 4..." When I get back from vacation I will whip up this (X-Wing) mission in XWA editor...
  18. They wrote Dark Forces as a book (following the game storyline) also didn't they?
  19. No need to remake that one... you can rip it out of the SOF2 asset pk3 and repackage it into a Jedi Knight pk3. The only thing that might need to change is just retexturing English letters into Aurek-besh.
  20. @@minilogoguy18 -- do you happen to know what the scale factor would need to be to make it "full-scale" relative to player size?
  21. There's a standard fragmentation grenade model that would be a game-ready asset in the SOF2 assets-- and it looks exactly like what Luke Skywalker used to take down the AT-AT in the ESB.
  22. @@minilogoguy18 -- it's alright... it can always be added later after you release the model. Edit: It probably would work better with a true full-scale version (relative to player) anyway...
  23. Not surprising, objects in a hierarchy inherit their parent's transformation matrix (...and thus scaling). Re-parenting a heirarchy can affect scaling if the new parent has different scaling. Read the Blender help docs on the subject.
  24. @@JAWSFreelao -- read the Blender help docs on how to reset hierarchical scaling-- or ask @@mrwonko
  25. ...sounds like hierarchical scaling issue.
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