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Archangel35757

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Everything posted by Archangel35757

  1. @@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.
  2. Is this MP code incomplete? I see it states "Unofficial" --http://soldieroffortune2.filefront.com/file/Unofficial_SOF2_103_MP_Source_Code;15375 Anyone know if James Monroe or Mike Gummelt worked on SoF2?
  3. Wasn't the SoF2 source code released? Or was that only the SDK? I would love to see some aspects merged into Jedi Knight.
  4. I have not asked for the other tools' source code yet... I was only communicating with Raven about carcass source code. @@eezstreet asked me to request all the other missing tools' source code-- which I will, but we should first look through th SoF2 and ST:EF Released source code to see what might already be in those SDKs (e.g. IBIze source should be in the ST:EF SDK). And having good justification is always a bonus.
  5. @@therfiles... that doesn't really help me-- perhaps you can enlist the aid of other BehavED Scripters and describe what we as a community would like to improve on-- to overcome the roadblocks you're hitting?
  6. Sadly, I've never used it or done ICARUS scripting... rather than "borked" (remember-- you're calling their "baby" ugly) can you more eloquently describe the errors and shortcomings, desired improvements for it? Thanks. Having solid justification will help in our asking... EDIT: we have a small window here (I imagine Ste will return from vacation after labor day holiday)... so it would be nice to have what tools' source we're missing and solid justification in our asking... I hope everyone agrees?
  7. There are 1st-person weapon tutorials in the SoF2 manuals.
  8. @@eezstreet, @@redsaurus -- can you guys check the ST:EF released SDK source to see what else might be checked off of the Christmas list? Thanks... EDIT: Also, can you help provide me with justification???? For example (@@Xycaleth): we need the ShaderED source code because we want to revise the shaderED code to add support for normal map stages???
  9. I thought IBIze source was available-- @@redsaurus submitted IBIze-mac on JKHub and said he revised it based on Raven source code released in Star Trek:Elite Force SDK... @@eezstreet -- can you verify???
  10. As Matthew 7:7-8 says: "Ask, and it will be given to you..." @@DT85 -- see my post in the Carcass Bone Jitter thread.
  11. I will ask Gummelt... but specifically-- the only other things we're missing are: ShaderED, EffectsED, BehaveED?
  12. @@DT85, @@minilogoguy18, @@Xycaleth, @@eezstreet, @@Raz0r: GREAT NEWS!!! Raven is going to release the Carcass.exe source code to us!!! I said I would await their next response...
  13. Yes, that is certainly one way to do it... and I will create an example of that method in 3ds Max by animating a texture map. And I also just thought of a way to do this by using only one (ah, ah, ah...) bone. (Did anyone catch my Sesame St. ref to "The Count"?) I'll post example videos of each method.
  14. Would you be willing to make a video that clearly shows this carcass jitter issue best-- so that we can send it to Mike Gummelt to pass on to Ste Cork and James Monroe? Maybe that would motivate them to dig up the source code...
  15. Thanks for the clarification But have you seen this in the engine? Or only in MODView?
  16. Not sure... we'd just have to try it out in-game... but they wouldn't be used during gameplay-- the pupils would be set to a normal position. I will animate an eyeball both ways-- one with bones and another by texture (in 3ds max only).
  17. I wasn't intending to use scale animation... my method will work.
  18. @@minilogoguy18-- Are you talking about looking at your XSI file in Softimage? Or are you looking at your resulting AT-RT.gla file in ModView? You have to zoom way-in and slow the animation down to see it. @@DT85 -- Well, I just imported BOTH_WIND.xsi into 3ds Max 8 and I can't see the jitter in the left hand bones that I saw when viewing it in ModView-- could this be just a looping bias issue internal to ModView (i.e., are we chasing a ModView Ghost)? Or has this been confirmed inside of the game-engine?
  19. @@DT85, @@minilogoguy18, @@Xycaleth, @@eezstreet: Let's move the discussion from DT's status thread to this thread if that's ok with everyone... I just looked at the Luke model with the default _humanoid.gla (looping the BOTH_WIND animation) and when you zoom in and play the animation slow... the bone jitter becomes quite evident. It's more prevelant at the end of bone chains (i.e., the fingers) which makes sense, since the errors would accumulate down the hierarchy... the other name that Gummelt dropped to me was Gil Gribb (the main programmer behind Ghoul2 according to Gummelt) who now works at epic games. I wrote him and he replied (cc'ing Gummelt) as follows: I noticed that "BOTH_WIND" is a version dotXSI 3.5 file... @@DT85, can you find a good example of this jitter in a 3.0 file? I'd like to verify that this jitter is not present in the officially released dotXSI animation assets. As an aside... it also appears to be present in the SoF2 GLA (when viewed in ModView-- looking at the "pistolstandaim01" animation).
  20. Huh? Who's Credibility? what? I'm consfused...
  21. @@Sithani -- if you're referring to that thin gap between her lips then that is just temporary-- and I will fix it after I have collapsed the Symmetry Modifier.
  22. So I wrote an email to Gummelt... he responded immediately stating he forwarded my email to the "Tools" programmers-- Ste Cork and James Monroe (have not heard from them)... he also gave me another name to track down.
  23. In the front reference photo she is smiling slightly-- pulling the corners of her mouth back. In the reference side photo her mouth is completely relaxed. So I chose to follow it rather than front pic. Also, when I mirrored the front pic for symmetry it also distorted her upper lip in the middle. Try this: Look in a mirror... completely relax your face/mouth-- then tell me that your mouth/lips also have a slight downward curve, yeah?
  24. Edit: I prefer that the animator have direct control of pupil dilation in the skeleton rig and simply have a default eye pupil dilation animation in the _humanoid.gla. Then in cutscene GLA's, they can quickly animate the eyes (not breaking their workflow) however they choose-- and not force them to learn Icarus scripting to deal with eye details externally in the game engine. I'll post an animation of my prototype setup.
  25. Thanks @@KENNITHH -- I'll download it when I get home from work today.
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