Jump to content

Archangel35757

Members
  • Posts

    2,355
  • Joined

  • Last visited

Everything posted by Archangel35757

  1. Version 1.030 Beta

    140 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).
  2. Interesting... http://www.cnet.com/news/this-is-what-a-star-wars-blaster-bolt-would-look-like-in-real-life/
  3. 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.
  4. There will also be cockpit animations, console interactions, repair-like animations... which don't have a JKA corollary.
  5. 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?
  6. 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...
  7. @@Omicron -- His fingers jitter like he has Parkinson's disease.
  8. 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.
  9. Depressed?! Cheer up. It's still on my list-- but I'm busier than a one-legged man in an ass-kicking contest!
  10. Update your tally...
  11. You should also download @@DT85's latest Assimilate version from the Utilities section.
  12. 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.
  13. 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???
  14. It's a simple change to the formula-- just delete the divide by 2... no?
  15. But please raise the stencil shadow's 500 vertex limit to be 1000 vertices...
  16. I've been spending time trying to improve Tsvetan's dotXSI 1.1 (Star Trek: Voyager-Elite Force animation file format) importer script for 3dsMax. I plan to get back to Jan Ors next week.
  17. How does he get his clothes over those big fists? Must be made of a stretchy spandex material...
  18. These rumors of Luke being the villian is plausible... remember the book where the emperor had created a clone from Luke's severed hand from the cloud city duel? And Mara Jade killed him? Just sahib's it could be a twist like that.
  19. How about adding them to the menu once you've gotten thru that point in the game? Maybe that's what mini asked.
  20. Archangel35757

    Carcass

    I just compiled all of the Star Trek Elite Force Klingon dotXSI 1.1 animations into a Ghoul2 GLM/GLA file (using the Klingon Malon's root.xsi file) and it plays just fine in ModView. The only modification was that I had to rename all the root nodes (in all the dotXSI files) to be the same name... (a very easy task using Notepad++) and I had to tweak the CAR file to use a root.xsi instead of a root.ASK file.
  21. Looks like an version in-between a clone trooper helmet & an EP.4 Stormtrooper helmet.
  22. Perhaps just choose one or two days where you spend no more than a couple of hours (a session) coding... then set it aside the rest of the week and do things you find enjoyable-- that bring you joy.
  23. Exactly! Let's start a fund drive
  24. O.B.E. http://jkhub.org/files/file/2074-carcass/
  25. I'm working on Jan Ors.
×
×
  • Create New...