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Archangel35757

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Posts posted by Archangel35757

  1. There is a way right now for doing it without changing the code in any way. You need two maps. First one is the main map that stores all the information that is important. The second one is simply a map with a misc_bsp entity with a scale. Model would be the first map, scale anything you want it to be. You'll only loose some precision for model lighting, since you also scale the lightgrid from the first map.

    So does that automatically scale the EFX as well? Is the space map the misc bsp entity?

  2. Update:

     

    Ok... so I finally resolved the issues with vertex normals and UVs. It is no longer required to "pre-triangulate" the mesh objects before export-- i.e., keep them as quads.

     

    I added a menu command for creating a new MD3 Tag (after creation you simply translate/rotate it where you need it). I'm in the process of adding a "Game" Shader Custom Property which you will be able to assign to mesh objects with a menu command (this will store the Shader relative path). Other than that, all that remains is to address animated meshes-- and the plugin will be ready for release.

    SomaZ likes this
  3. Short answer: Yes.

    Longer answer: Like @@DT85 was saying, the STEF skeleton, while it may be in a similar A-pose to the Jedi Knight skeleton it is a simpler skeleton (less bones).

     

    You can use my 3dsMax maxscript dotXSI importer to import the STEF characters (any of them). They will come skinned to dummy helpers with their animations. You can do a batch import as well. However, if you want to compile them as-is for a Jedi Knight NPC. You will need to use Notpad++ and do a wildcard search/replace... search for "grand_pappy*" and replace it with "model_root". This will result in all XSI files being ready to compile with Assimilate and Carcass v2.2.

     

    By doing this I was able to recompile the full klingon (using Malon's root.xsi and all klingon male animations) as a JK Ghoul2 GLM/GLA and it played perfectly in ModView. BUT I used the imported STEF skeleton.

     

    If you only want the STEF meshes skinned to the JK skeleton and using only JK animations. Then you only need to tweak all the root.xsi files for each character. To get it onto the JK skeleton you will need to do an extra step in 3ds Max after importing...

     

    Use my transfer skin weights maxscript to transfer the mesh skin weights onto the JK skeleton. You will have to tweak the skinning since there are more bones in the JK skeleton. All scripts/tools are available in the file utilities section.

  4. Ok... so I spent the last week or so (off and on) trying to sort out errors in the vertex normals and UV coordinates. I'm glad to report that the vertex normals were fixed last week and I finally got the UVs sorted out to display textures properly-- however, currently it's still creating more vertices for extra UVs than is needed, so I need to resolve that so it only creates the minimum verts needed for extra UVs.

     

    To Do List:

    • Optimize UVs
    • Fix tag orientations
    • Fix relative shader path written into the MD3 file
    • Add support for animated meshes
  5. i have a brilliant model of han solo,if someone can rig good then ill send it over,also the poly count is insane so would need a little bt of editing

    Is the model textured? If so you can send it to me and I can weight it to the JKA skeleton for you. Sounds like it needs LODs as well.

  6. Hmm... @@eezstreet - from the pics & video the effect seems to be incorrect... drawing a straightline linear blur like this (wrong):

    LightSaberShot1.jpg

    rather than an arc, like these (correct):

    SaberScreen.jpg

     

    EP3_ILM_3391.jpg

     

    hqdefault.jpg

    ...also, the interpolation looks jagged-- as though it needs more steps to smooth it out. And the glow seems a bit excessive... is there a setting to change the amount of "glow"?

     

    Edit: I suppose pure translations by the wielder's hand would generate a linear blur. But rotations should be blurred on an arc.

    General Howard and Smoo like this
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