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Everything posted by Archangel35757
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Her shadow seems to have a big hole in her chest... I'm sure it's just one of many bugs/errors you're working to resolve-- keep up the great work!
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It looks like an industrial hand-held blender that's missing its "beaters".
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3ds Max 7 will work for you just fine... just download the plugins and Maxcripts that work for version 6 or 7.
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In the warning note it should be "Deprecated" and NOT "Depreciated"
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Great work! Thank you @@Xycaleth for helping!
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I think they screwed up having his lightsaber made from some tool-like staple gun. It doesn't look two-hand friendly at all. I don't like it.
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I don't think force push should disarm enemies... I would suggest leaving it as it is in the base game. As for Force Pull disarming enemies, I don't recall how it works in the base game... what does the vanilla force pull levels do? I think it should also depend on the alert status of the enemy... if they are standing at their post and haven't been alerted to your presence yet versus they are attacking/firing at you... in the latter case, it should sometimes just jerk them forward or make them fall forward/stumble but not lose their weapon. I'd have to go back and watch the movies to see this... I know Darth Vader pulls the blaster away from Han Solo while he's firing at him... I guess this would be a Force Level 3 directed at a single shooter. Not sure about when more than one enemies are firing at you. I think it'd be too boring to be able to disarm multiple enemies every time... perhaps the effect should only work on those within a small area around where you are currently aiming your cursor?
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Building one from quality components is the best option. Computer manufacturers tend to use generic components from an OEM base design-- with little room for upgrading... unless you order a customized PC.
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@@Flynn -- post a list of the components you've selected. What motherboard & CPU?
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@@Flynn -- I've built all my PC workstations... Start with the motherboard & CPU. Look at what current/upcoming next-gen games' recommended system requirements are. Then select yours accordingly. AMD is cheaper-- which will be gentler on your budget. Get a motherboard that has extra slots (both memory and PCIe slots) and is upgradable for down the road Operating system-- know this... if you buy a OEM version of Windows (7or 8)... if your motherboard craps out in the future (causing it to need replacing) then you wont be able to re-activate that original OEM license. But if you buy a full retail version of Windows 7 or 8, then you are permitted to re-install & re-activate it. It's hard to find legit, retail copies of Windows 7. You can download the ISO image from Microsoft for free (with Service Packs) but you'll need to buy a legit license. I usually do my product comparisons using Newegg and Amazon. I never buy products from online retailers from New York or New Jersey-- because I've found they mislead their descriptions and try to trick you to buy a lesser quality component or different component that might differ in model # by a single character. Always check return policies!
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vehicle CUSTOM SKEL NPC: AT-ST
Archangel35757 replied to minilogoguy18's topic in Dark Forces II Mod
@@minilogoguy18 -- maybe have the head rotate a little bit left after its last ground contact bounce. -
vehicle CUSTOM SKEL NPC: AT-ST
Archangel35757 replied to minilogoguy18's topic in Dark Forces II Mod
@@minilogoguy18 -- perhaps it is a bit over the top... but the video below from Sniper Elite is an example of what I'm talking about (for down the road...). In the video, after the tank is destroyed by shooting the fuel cap/tank the tank commander attempts to escape by opening the hatch and climbing out of the burning tank-- but he doesn't make it... the game has a few different death animations for the tank commander. I'm just saying it would be cool to have this for the AT-ST and perhaps some death animations where the "crew lives" and climbs out of the wreckage (i.e., spawn the NPCs for the drivers) -
vehicle CUSTOM SKEL NPC: AT-ST
Archangel35757 replied to minilogoguy18's topic in Dark Forces II Mod
I'm talking about a death animation where the cupola/hatch opens and the driver attempts to climb out but succumbs to the smoke/fire in one death anim. And perhaps in another the crew escapes crawls out and you have one or two drivers to deal with. -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
In the latest beta script I sent you ( Rev. Q ) I don't get any errors anymore in Max8, 2011, 2013... however it seems the mesh skin weights are messed up-- being distorted when the animation plays... I will have to do more debugging later after the new year. It would help if you would save the skin weights to a .max file you know is weighted correctly (look in the skin modifier). Then export your Max scene, reset and then re-import that result using the maxscript-- then save those imported mesh skin weights to files so we can compare them to see what is going wrong. -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
The error with the addmodifier (for the skin modifier) I suspect is due to the fact that I forgot to strip out the "DaVinci***bones." prefix from the object names in the SI_Envelope templates for dotXSI 3.x files from Raven. I only stripped out "MDL-" when processing the SI_Envelope templates in the script I sent you. I'll have to update the script... but as a quick hack until I can fix the script you could try using NotePad++ and search the root.xsi for all instances of "DaVinci***bones." prefix and delete the prefix and see if that resolves the failures-- it should. Also, the point helpers and animation should import just fine if you uncheck "Skin/Envelopes" option. I'll try and get it fixed on Christmas day. -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Some files import just fine while others appear to be more problematic... I think the problematic files are dotXSI 3.5 only... have you had any issues with dotXSI 3.0 files? Try this fix for the Quat failure... in setAnimation function change line to: _3dsMaxQuat = ( xsiAngles2Quat * tmX90 ) * (-1) ...so you're only working with JA's root.xsi file? -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
So I just wanted to show a few pics to explain what I mean when I keep saying that the Softimage Co. dotXSI importer for 3ds Max 6 is not correct. This first image shows the JK skeleton as imported in 3ds Max 5 using Raven's importer plugin: Notice how the bone's origin axes (pivot) is displayed (red = X axis, green = Y axis, blue = Z axis)... Now look at the result from the Softimage Co. Max6 importer plugin: Now here is the result from my Maxscript dotXSI 3.x importer: As you can see the orientation for the bone's axes matches that of the Raven import result. -
vehicle CUSTOM SKEL NPC: AT-ST
Archangel35757 replied to minilogoguy18's topic in Dark Forces II Mod
I think it would be great to have the AT-ST properly scaled... plus add an animatable hatch and have a driver spawn and come out of hatch on certain death animations... -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
I'm also getting errors with some of the NPC files somewhere within the SI_Envelope process of adding the skin modifier... but it worked just fine on the saber Droid. Will have to do more debugging. -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 -- it is failing at this line in SetAnimation function (I get the same error in Max 2013): it's weird because the function transform <quat> <matrix3> is there in the Maxscript help for "Quat Values". Edit: I've posted a help thread in the cgtalk forums here ( http://forums.cgsociety.org/showthread.php?f=98&t=1243320 ) asking the Maxscript experts for help as to why this function is failing now in Max 2013 and Max 2014... -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Weird... is this error repeatable? Read the error message from bottom up to make more sense of it. At first glance it failed on the rotation section of setAnimation function. Because _3dsMaxQuat didn't get computed yet. I'll try it out in Max 2013... -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Recall that the Exporter requires frame 0 to be the root skin pose... so every animation has the root pose on frame 0 (because they always contain the Basepose transform templates). But the animation timeline always starts on Frame 1 (first frame of animation). So you don't see the root pose play when scrubbing timeline or playing the animation. Batch import imports each file and saves it as the same filename with .max extension. Inside 3dsMax the best thing to do would be to merge files or merge animation using a 1-for-1 bone mapping. A separate, independent script could be written to do what you want using the existing animation.cfg file to ensure proper file order. -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Mesh texture coordinates are now imported when TextureCoords import option is checked! Only mesh weights within SI_Envelope templates remain. I hope to have those done next week. -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Why would you need to do that? Carcass is fine now for processing files... ...unless you mean in regards to dotXSI exporting (I plan to make a 2015 Max plugin and eventually convert to Maxscript). Or you mean to port the dotXSI files to other 3D apps? -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Psyk0Sith -- recognize that model?