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Everything posted by Archangel35757
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I'll add eyebrows and the lower eyelashes as well.
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Best of the best lightning setup for mapping.
Archangel35757 replied to a topic in Modding Assistance
@@KENNITHH -- Couldn't you use a specular map on your wall surfaces where you want more brightness? -
The axe head blade seems just a bit too long... nearer the shaft.
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Ok... so I have the rest of the face filled in-- but I rushed it, so lots of vertices are out of place in the temple and jaw/cheek area. So there are many vertices to push into place. I hope to have an updated screenshot soon.
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[Request] Model - Savage Opress
Archangel35757 replied to Lamented's topic in Mod Requests & Suggestions
@-- I would be willing to do it after I finish the Jan Ors project. -
In SniperEliteV2 it shows you ejecting the clip (and discarding it) and reloading a new clip.
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vehicle CUSTOM SKEL NPC: AT-ST
Archangel35757 replied to minilogoguy18's topic in Dark Forces II Mod
Can you add the walk sound to it inside Softimage to hear how it syncs up with your walk animation? -
So I got an email response from Ste at RavenSoftware:
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Yeah I looked at your github repository... it's the same. @@AshuraDX says the 32-bit version works for him-- but textures are not showing properly... maybe he can expound on his findings. I tried the 64-bit plugin but it crashed max 2013 right after it created the md3 file for writing... leaving an empty md3. Nothing's ever easy... going to take some time I'm afraid. Has anyone ever tried the Maxscript MD3 exporter in later versions of 3dsMax?
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Here's a screen capture of how the animations look in SniperEliteV2: There would be a variation of a prone search...
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How so? You search with your free hand... you never drop, or put away your weapon... however you can't fire until the search finishes. This could also let you take the command keys/pens off of dead imperial officers. Rather than run into an icon on the floor.
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Star Wars Episode VII Discussion
Archangel35757 replied to Circa's topic in Star Wars Franchise Discussions
Yeah -- it will be a trajedy if there are no "Jedi" and Luke has been a prisoner for almost three decades. And Kyle Katarn should have a role-- since he stole the Death Star plans back just before Episode IV... many Bothans died indeed-- they should have just had Kyle Katarn deliver them to Princess Leia personally! Speaking of Bothans... the new GoT Guy is 5'-3" ...perfect height for a Bothan-- he kinda looks like one as well. -
After playing Sniper Elite / Sniper EliteV2 -- I really like how they have a "search" animation... where the player kneels down to search a corpse. If you are prone you play a different search animation... it adds more realism I think... rather than having an NPC drop what he's carrying-- except the primary weapon (not grenades) does get dropped. Grenades, ammo, etc. are taken off corpse. They also have a "carry corpse" animation (over-shoulder style) where you can hide the body-- for those missions where you have to remain stealthily hidden... and you have patrolling guards. I think these features would be nice to have.
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[WIP] ShaderEd2 design stub port to Qt5
Archangel35757 replied to ensiform's topic in WIPs, Teasers & Releases
I've not had any response from Gummelt or J. Monroe ( from my follow-up email requesting the remaining tools' source-- which I forwarded to @@eezstreet and @@Raz0r). Hopefully we'll hear back soon. -
For the 3ds Max users out there... I've downloaded the original MD3 source code (from here: http://forums.duke4.net/topic/1065-md3-exporter-for-3ds-max-2010-x86-and-x64/ ) ...and have it ported over into a Max2013 visual studio 2010 project. It was compiling successfully until I added the DoExportMD3.cpp file-- which now results in 20 errors due to the Unicode conversion. I hope to have these errors sorted out by the end of this week. Also, @@DT85 - if you made any improvements to the code in your Max2010/2011 version then I would like to add your changes as well. Thanks.
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It seems sad to let a plugin tool originally made for 3dsMax fall to the side-- I believe the fewer conversions the better. I resolved the Unicode conversion issues in my plugin-- so maybe I can sort them out in the MD3 plugin code as well.
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In my opinion pick up ammo should stop accumulating when your carry capicity is full at your maximum spare ammo capacity. You should just get an ammo full message notice. In my opinion part of the game's strategy should be to use your ammo sparingly and wisely Otherwise just play the game with the unlimited ammo option. But I wholeheartedly support more realistic reload animations.
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@@Xycaleth -- yes. That is what I meant. You could have one control that governs them both.
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What if you have reload animations? Bottom may be seen then on some weapons?