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Archangel35757

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Everything posted by Archangel35757

  1. Try using carcass 2.2
  2. Perhaps it is the force awakening in Daisy Ridley's character... after all Luke had no inkling he was a force-sensitive... but still the title sucks.
  3. I think that title is lame! Since when does the "force" sleep? ... that's about as good as: Star Wars: Mitosis of the Midichlorians
  4. @@Xycaleth -- How about a mod view logo That shows a character Model all in white... In the DaVinci pose along with the Mod View name?
  5. has anyone tried any version of the new dotXSI 1.x importers?

  6. Yeah, it kills me how Stormtroopers are made to be buffoons...
  7. An updated version of this script will be released soon... (to improve error-trapping)
  8. Version 1.029Beta

    74 downloads

    This MAXScript is an importer for the Softimage dotXSI 1.x file format. It is derived from Tsvetan's original script (see credits). Version 1.029 makes significant changes for importing Star Trek:Voyager- Elite Force dotXSI 1.x animtaion files that were released by Raven Software. See the included documentation for history and usage. Version 1.029Beta works for 3ds Max 5 and later... (Not compatible with Gmax)
  9. Version 1.029 Beta

    86 downloads

    This Gmax MAXScript is an importer for the Softimage dotXSI 1.x file format. It is derived from Tsvetan's original script (see credits). Version 1.029 makes significant changes for importing Star Trek:Voyager- Elite Force dotXSI 1.x animtaion files that were released by Raven Software. See the included documentation for history and usage. Version 1.029Beta works for Gmax only (a version is in work to restore broken compatibility for Max 5).
  10. YouTube video link please! Are they bolt-on GLMs or integrated into a single skeleton GLA?
  11. Appears to have seams on both sides of vertical red bar-- not sure if those are UV seams or mesh seams where you broke the model. Try adding smoothing groups to make your normals match across mesh boundaries and then before you export detach your smoothing groups... or alternatively-- add an edit normals modifier, check unspecified then collapse your stack. Read up on what "breaks" an edit_normals modifier.
  12. You should be able to get it to work in game if you can see it in Modview.
  13. Version 1.030 Beta

    137 downloads

    This MAXScript is an importer for the Softimage dotXSI 1.x file format. It is derived from Tsvetan's original script (see credits). Version 1.030 makes significant changes for importing Star Trek:Voyager- Elite Force dotXSI 1.x animtaion files that were released by Raven Software. There are a few issues with the script but it suffices to import in the animation and save it to a 3ds Max file for later retargeting of the animation onto any 3ds Max skeleton rig. See the included documentation for history and usage. Version 1.030Beta breaks compatibility for Gmax, 3ds Max 5.1 and earlier (a version is in work to restore broken compatibility).
  14. Interesting... http://www.cnet.com/news/this-is-what-a-star-wars-blaster-bolt-would-look-like-in-real-life/
  15. In the image above... the reticle ( illuminated crosshairs ) should not be projected onto the ocular lens of the eyepiece as shown-- it is internal to the scope, and projected onto the target image seen thru objective lens. Neither is it visible on the outside of the objective lens. It's only visible when looking thru the eyepiece.
  16. There will also be cockpit animations, console interactions, repair-like animations... which don't have a JKA corollary.
  17. I intend to use a JKA skeleton... but I plan to re-target a lot of STVEF animations onto it. So I will have several custom animations that do not exist in JKA-- Thus I believe I will need a coding mod as well to add the new animations. Thoughts?
  18. O.K. I've been working to improve Tsvetan's dotXSI 1.x Import Maxscript file to better import Star Trek: Voyager- Elite Force animations... you can find them here: http://eliteforce2.filefront.com/file/Player_Characters_XSI_Animation_Source_Files;27608 I would like to use some of these animations for a new NPC Repair Droid (Leebo)-- http://starwars.wikia.com/wiki/LE-BO2D9 My questions are (@@DT85 and other experts): 1. Is it as simple as creating a new custom GLA for the NPC? 2. Do the animation file names have to be standardized to names that exist in existing NPC animation.cfg files or can they be unique? 3. Is any coding mods required to do this? (@@eezstreet) P.S. -- I will be posting the import script to the utilities section soon...
  19. @@Omicron -- His fingers jitter like he has Parkinson's disease.
  20. I don't care for Ewoks at all... (as they look like Teddy Ruxpin to me) but I guess I would have to choose them over a Jar Jar Binks.
  21. Depressed?! Cheer up. It's still on my list-- but I'm busier than a one-legged man in an ass-kicking contest!
  22. Update your tally...
  23. You should also download @@DT85's latest Assimilate version from the Utilities section.
  24. Psyk0Sith's skeleton has a couple bones that have been accidentally moved... so I would recommend downloading the Max8 skeleton (in the utilities section). Also, download Carcass 2.2 from utilities section.
  25. So are you saying that if LOD0 violates the 1000/2 (500) vertex limit the game automatically reverts to the next lower LOD to calculate stencil shadows???
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