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Archangel35757

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Everything posted by Archangel35757

  1. I thought you guys were developing an in-game light editor?
  2. @@eezstreet may have some ideas how you could implement an in-game shader editor and effects editor.
  3. Are you planning to fork & modify GtkRadiant then? I have asked Raven if they'd release the tools' source code (ShaderED, EffectsED, etc.) ...but I never got a reply. (sigh) Milkshape?! Who the hell is using that? XSI ModTool 7.5 is FREE and supports MD3 (with my new exporter) and exports dotXSI that is converted to Ghoul2 using Carcass.
  4. Like @@AshuraDX said... IG-88 needs to be a custom NPC character with its own animations... I have IG-88 as one of many characters laying in my pile of WIPs, also will include the Lancer droid variant. https://imgur.com/a/9eqmh I do plan to get back to it one day...
  5. should define a common PBR workflow
  6. @@DT85, @@Corto, @@SomaZ: Since Dark Forces Revival and DF2 are both SP and would seemingly share a lot of models and assets... might I suggest that the two teams collaborate from the same code base??? That way Corto's programmer can help @@SomaZ with GL2 and perhaps it gets completed quicker with all of SomaZ's desired features.
  7. @@AshuraDX - yes, the Softimage MD3 exporters I created are functionally equivalent (animations, etc.) to the 3dsMax MD3 exporters-- since that was the basis for my code.
  8. @@JAWSFreelao - look at the SoF2 documentation from Raven.
  9. Nice work! ...the gloves could use more love.
  10. Seems like it would be no different than a reload animation.
  11. You should make an animation for 3rd-person where the buttstock is unfolded for a more accurate, single-shot shoulder-fire position.
  12. You might do better forking the Dark Forces 2 SP code base (ask @@DT85) because @@SomaZ is actively working on the renderer-- and if you have another coder... that would definitely help out both teams.
  13. Looks like you're cleaning house... hope this does not portend your impending departure from the community. Rend2/GL2 will get fixed.
  14. I wouldn't replace "heal" (just because it doesn't have a physics related affect); it should remain a force power. You should be able to heal others as well. Dtain is the darkside to heal. It should remain too... You should keep force saber throw... and a new alternative "javelin" throwing style shoukd be added (like Yoda used at the Jedi Temple). I wouldn't replace speed... I would just add your new force Levitate-- but Levitate Level 2 should be Level 1, and 3 as Level 2. Then for Level 3 you should be able to propel the object as a projectile towards an enemy. Also, if there isn't... there should be a darkside force freeze like Palpatine used when they came to arrest him.
  15. it's released! https://jkhub.org/files/file/3301-softimage-quake3-md3-exporter/
  16. Ok... the plugin pack has been submitted for approval/release.
  17. Version 1.0

    160 downloads

    This MD3 exporter generates a proper Quake3 player model, weapon or object (either static or animated), conforming to the MD3 format specification found at: https://www.icculus.org/homepages/phaethon/q3a/formats/md3format.html This plugin-pack supports the following versions of Softimage: XSI6.0/ModTool6 (32bit) XSI7.01 (32/64bit) Softimage 7.5/ModTool7.5 (32bit) Softimage 2011 (32/64bit) Softimage 2012 (64bit) Softimage 2013 (64bit) Softimage 2014 (64bit) Softimage 2015 (64bit) See the included html help file after installing the plugin.
  18. So I have compiled the Softimage MD3 exporter for: XSI6.0/ModTool6 (32bit)XSI7.01 (32/64bit)Softimage 7.5/ModTool7.5 (32bit)Softimage 2011 (32/64bit)Softimage 2012 (64bit)Softimage 2013 (64bit)Softimage 2015 (64bit)I'm missing Softimage 2014... does anybody have (or know someone that has) 2014? Thanks.
  19. Maybe if the models used ROFs & scripting for locomotion (if they are not a static animated assembly) and not anything like the player movement code.
  20. Show a screenshot of how they look on the models.
  21. I'd like to help with that... where can I get the latest DF2 code base?
  22. @@MGummelt- actually, no I haven't played it... but it's on my "ToDo" list.
  23. If I were to attempt this... I would make them use the same style animation.cfg file as STEF and Jedi Knight. When I renamed all of the "Grand_Pappy" root nodes to "model_root" in the Klingon dotXSI 1.1 root.xsi and animations and compiled them to GLM/GLA, I created an animation.cfg file from Assimilate and that cfg file loads the animations perfectly into MD3View with the original STEF lower.mdr and upper.mdr files. However, this is not a top priority for me and I would be open to collaboration.
  24. @@MGummelt - WW2 fighter behavior would be great. I noticed in your space dog-fighting videos the craft jerk/slide sideways (which is not WW2 behavior)... Something that would replicate X-Wing Alliance (or X-W8ng vs Tie Fighter) flying is what I meant. Thanks.
  25. Ok... so we just need better flight dynamic behavior, any suggestions on where to start?
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