-
Posts
2,351 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by Archangel35757
-
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
The script compiles just fine and functions in Max 2011, 2012, 2013. However, I seem to be having skinning issues on files exported with the "v1.8" exporters... whereas the Raven assets import correctly now (...as tested in 8 and 2011) ...must continue debugging. -
"Server-side" ??? -- I'm confused... why would the SP engine need to run anything on the "Server-side" ??? Isn't that the host machine that runs the server for online multi-player? I guess I don't understand how SP is architected. ...much sadness there is.
-
Is that a question or a statement? Perhaps Ezra is the one Yoda was referring to (and not Leia) when he said to Obi-Wan, "...no, there is another." Afterall, Obi-Wan knew of Leia and that she was adopted by Bail Organa.
-
@@NumberWan -- All I said was that it looks like a Cutlass and they should keep their PotC artists in the 1700's and not mix them with StarWars-- not sure how that illicited such a loquacious response.
-
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Hmmm... it may be complaining about lines like this: readValue inFile as integer, or readValue inFile + 1, etc. Try putting parentheses around the readValue command like: ( readValue inFile ) as integer, etc. I'll fix it on my end too... -
I think Disney is getting Star Wars confused with their Pirates of the Carribbean! His saber looks like a Cutlass.
-
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 -- what version of Max caused this error? It compiled fine for me and Max 8 and Max 2011. -
Star Wars Episode VII Discussion
Archangel35757 replied to Circa's topic in Star Wars Franchise Discussions
Their saber design was horribly flawed-- using "glass" rod for post rotoscoping of the saber effect. The prequel duels make the originals look pathetic. They could have easily revamped them with double and new dueling sabers. -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Update: I have finally (with the help of others from CGSociety forum) gotten the issues with applying skin weights resolved! ...and it appears this resolves the skin weight problems for Star Trek Elite Force files as well! So now I just need to cleanup a few things I broke for STEF files and add these new changes to the batch import routine. I've sent the latest beta version 2.00 to @@DT85 to test out... I hope to have this Maxscript officially released for both 3dsMax and Gmax next week. -
Hopefully @@Xycaleth and @@eezstreet can help you resolve these errors.
-
Star Wars Episode VII Discussion
Archangel35757 replied to Circa's topic in Star Wars Franchise Discussions
I wished they would've added to all of the lightsaber fights so that they look more "Jedi" rather than medevial crap. -
OK... I'm finally getting back to this while also trying to finish the 3ds Max dotXSI 1.x & 3.x file importer Maxscript (almost done-- struggling with skin weights!). Anyways... for the facial rig you'll be able to control each area of the face to make unique expressions (could be used for custom facial.gla file for a cutscene cinematic); additionally to this overarching individual control, I plan to have six sliders that will allow you to pose the face quickly for the six universal facial expressions: Joy, Sadness, Anger, Fear, Surprise, Disgust. Within the 3ds Max Facial Rig GUI you'll also have the ability to create and store your own unique facial poses-- to be able to insert them anywhere along the animation timeline. As for the six universal expression sliders, below is the progression of the emotional expression from a neutral face: I'm still in the facial rig planning stages-- I intend to architect it so that the six expression sliders above can be combined/blended in an additive way-- e.g., you could have some amount of Disgust and Anger for a unique look... not every combination may result in believable expressions though. I also hope to incorporate wrinkle-maps handled by shaders to go along with the facial expression (likely handled as animevents in the new facial.gla -- will have to work those details out with @@eezstreet, @@Xycaleth, and @@DT85). ...and I'll be working on the Jan Ors head mesh this weekend. Any comments on the progression above?
-
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!
-
It looks like an industrial hand-held blender that's missing its "beaters".
-
3ds Max 7 will work for you just fine... just download the plugins and Maxcripts that work for version 6 or 7.
-
In the warning note it should be "Deprecated" and NOT "Depreciated"
-
Great work! Thank you @@Xycaleth for helping!
-
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.
-
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?
-
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.
-
@@Flynn -- post a list of the components you've selected. What motherboard & CPU?
-
@@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!
-
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.