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Everything posted by Archangel35757
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Please add a checker size or grid size option-- preferably matching the available grid divisions of GtKRadiant-- i.e., multiples of 2. Like wise, IMO, I think the custom floor height should slide in increments that also match GtKRadiant divisions. A spinner box with a number display (so you can just type in the #) would take up less room and give you a numerical readout as well. Also, would you add a grid size spinner box control (increment in multiples of 2)-- could control both the checker size and grid overlay size. Nice work!
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Someone put it there... under PopNFresh-- but they call you out by name in the notes. I will add fixing the MD3 exporter to my 3dsMax ToDo list (way down at the bottom).
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Star Wars Episode VII Discussion
Archangel35757 replied to Circa's topic in Star Wars Franchise Discussions
They say they're going back to early sketches done originally for EP.4 -
Sounds like the md3 plugins for 3dsMax need to get fixed. @@DT85 -- you need to ask Dave at maxplugins.de to pull down your md3 plugins then... since they lead to bad links.
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What's wrong with the MD3 importer/exporter plugins for 3ds Max?
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From Concussion to Destruction (Help)
Archangel35757 replied to JediBantha's topic in Coding and Scripts
For modPowerLevel why not do a switch instead of using all of the "if else" statements? -
So here's a quick update: I attached the lips to the face mesh and worked on blending them in a little better... I still need to tweak around corners of mouth and "smile line" ...also I think her chin is a bit too squarish at the moment-- need to soften it up a little. Disregard the wierd polys you see on the innermost part of her ear... those are internal to the ear and won't bee seen when the face is properly attached to perimeter of ear.
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Isn't the EffectED sound player external? That's why mp3 (winamp) is broken, right? As for the floor texture... just let us choose the checker board colors. The checker size should also be an option and IMO set as a multiple of GtKRadiant (8, 16, 32, etc.)- so we can use to judge player movement away from origin. Checker pattern helps judge/see lateral/longitudinal movement. @@Xycaleth... I like the idea of setting the floor to the correct "game world" floor. You could leave the option to set the floor to the lowest part of the character. If you enable a solid floor color-selectable option... at least provide a size-selectable "grid-overlay" option.
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Maybe I'm thinking EffectsED.
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I think the sound issue was related to them hard coding a link to where winamp (mp3) player should be... I think an external player is fine as long as you can set the path in a preference option.
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If Raven releases the EffectsED code to us... it would be awesome to see EFX that are associated with the player, character, or vehicle... maybe bolt-on weapons as well. E.g. would be nice to see Force lightning eminate from fingers (when that anim plays).
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Please add the necessary render support to preview shaders-- especially normal maps!
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I use the incremental speed up & slow down play buttons to slow down animations mainly to look for flaws... I'm sure @@DT85 uses that as well. I don't see those buttons like the legacy modview... I need to download your version and try it out.
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Ah... I was thinking Dark Forces... not DF2-- still I think bringing in a few SoF2 animations would enhance combat/gameplay.
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@@DT85 -- I think we should use the SoF2 GLA for Kyle and all the troopers-- since I think it's more appropriate for mecernaries and soldiers; and bring in a few elements from SoF2 mapping-- ladders/rappelling, etc. Then I'm sure @@KENNITHH (who's a really good mapper) would help contribute.
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Guess I will request the other missing tools' source and JO XSI animation files tomorrow.
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the ghoul2 1st person in-view code? Why could that not be used?
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I would love to see this aspect implemented into Jedi Knight... but @@eezstreet didn't seem to want... but it sounds like what you're trying to achieve DT... so might be worthwhile to incorporate at least this part of SoF2 (if we could get the source)... It also sounds like they had better AI/squad tactics-- reading that postmortem I posted.
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JK2 Softimage Jedi Outcast Character Skeleton
Archangel35757 commented on minilogoguy18's file in Utilities
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@@KENNITHH -- mobile devices??? I doubt anyone cares to do that. Looking at that Gamasutra Postmortem Raven article on SoF -- seems that Rick Johnson and Eric Biessman were the key Raven programming.g/designing directors. @@eezstreet, @@Xycaleth, @@DT85 -- I'd love to request the SoF2 source and its XSI animations-- but Monroe/Gummelt may not be the right ones to ask... different teams, different empires. I could make an inquiry of Gummelt on who is the best POC to ask for SoF2 resources. What do y'all think?
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@@KENNITHH, @@DT85, @@Xycaleth, @@eezstreet -- are there aspects of the SoF2 code that you want to integrate into Jedi Knight Enhanced? How is the SoF2 view model different/better? EDIT: We should read through these gamasutra articles of Raven discussing the postmortem of their SoF and Jedi Knight games-- it sheds much light on lingering questions or tools they used... for example: http://www.gamasutra.com/view/feature/131541/postmortem_raven_softwares_.php?print=1 They did these postmortem articles on all their games it seems.