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Archangel35757

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Everything posted by Archangel35757

  1. 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.
  2. Thanks @@KENNITHH -- I'll download it when I get home from work today.
  3. Not sure if carcass would like scaling bones (even if linear)... guess we could do a test My idea was to make the Iris inner radius as 8 sided and use 8 helpers at the vertices to contract or expand the Iris revealing the curved pupil underneath. I have this prototyped... and have made a test animation in 3ds Max.
  4. So here's the latest update (some vertices still need to be properly placed... or edges turned...):
  5. Ah it was Gummelt I was exchanging emails with... but he stopped responding (I don't see the harm in asking)... I'll send him an email "in-the-blind" tomorrow.
  6. I thought that ModView had a feature to write out/create the animation.cfg file... am I wrong?
  7. Yeah I saw that sometime back... when I loaded up the SoF2 GLA in ModView. It seems pretty crude... there are about 44 phonemes in the English language (varies by region and dialect) and they can be represented by about 20 visemes (...away from my PC right now so I can't recall the exact number) that I intend to create in the face rig. I think eye blinking should be treated separately from mouth visemes-- I think eye blinking should be in the facial expressions group (FACE_BLINK, FACE_WINK_R, FACE_WINK_L, etc.)-- or, create a separate "EYES_" group. One thing I was thinking of was to be able to have the pupils dilate for close-up facial animations (they would be fixed/set to normal during gameplay-- but the feature would be there for close-up cinematics)... the eyes are what bring's a character to life in my opinion.
  8. I think we should bring the SoF2 GLA ( Or a derivative thereof...) into JKO/JKA as a new NPC-type for troopers/soldiers... maybe I'll undertake this task when I get more time and finish my priority projects.
  9. Those hit textures are hitmaps used by the engine to register where they've taken damage and play corresponding animations-- stumble, limp, etc. (As I understand it) @@KENNITHH -- Are those standard poses in the SoF2 GLA? Or custom by you?
  10. What are face_ and vm_ used for? Does vm_ stand for viseme??? Nevermind... VM = View model (should have looked at screenshot).
  11. In regards the the red/strong stance-- I tend to think of this as how Luke fought in much of the ESB and in the throne room in ROTJ-- like swinging a broadsword in the age of Crusades. To me Red seems more "brutish" and less skilled (compared to the prequels). I think it is a bit slow... EDIT: The "power-swings" should be faster (accelerate more-- very similar to swinging a baseball bat). It's the recovery back to a neutral-ready pose that should recover more slowly initially (because you've over-extended) and then begin to accelerate the recovery back to ready pose-- it's at the end of your swing when you should be most vulnerable... again, because you have over extended and leave yourself open-- much like throwing heavy, strong punches in a boxing match.
  12. He's on #jacoders all the time.
  13. Only Michael Chang (aka Chang-Kahn) would ever respond to me... then it seems he quit responding as well. Rich Whitehouse (maker of Noesis) use to work at Raven-- he's probably your best inside shot and getting them to release the Carcass source code-- it would be awesome if this would happen. We should also request the source code for ShaderED and EffectsED.
  14. Per vertex??? So want this then cause the same issues with normal map characters? Is there no way to fix the normals of the overlapping coincident pairs of vertices??? Can we make use of supplemental information-- perhaps in embedded in the shader file giving the vertex pairs along the seams to rectify this by the renderer?
  15. @@Xycaleth, @@DT85 -- Maybe Raven had code in SoF2 to "heal" the normals along mesh seams? Is this possible while preserving intentional hard edges?
  16. Yes, I know... but it's best practice to model only in quads (ask anyone... just multiply the # of quads by 2 for total tris ). The dotXSI exporter triangulates the mesh.
  17. Ok... so the ear is just about finished. I just need to tweak a couple of things in the front view. Here's a screenshot: @@eezstreet -- Because you asked... The ear has 564 (quad) polygons / 581 vertices (So for two ears that comes to 1128 / 1162 ). The face (in it's current state) has 1548 (quad) polygons / 1692 vertices. Obviously the mesh will be decimated (for which I plan to use 3D-Coat) to meet the game engine limitations.
  18. Thanks for your input. I'm just planning to use this hi-density mesh for normal map generation... the mesh will have to be decimated of course to meet the game limits. LODs are planned as well.
  19. You're not planning to modify maps with newer textures, normal mapped environments, etc?
  20. Here is a link to a video showing the "Quick Cover" feature from Rebellion's WWII Sniper Elite V2 game. I think a feature like this for the player and NPCs in Jedi Knight would be great... would really be nice if the NPCs would use this when they've been attacked (rather than shoot from out in the open and standing still mostly). How difficult would this be to add to the game code as a mod?
  21. In real-life 1st-Person we see things with a FOV of 50mm... if I recall-- you should give 50 a try to see what it looks like. The other thing is the View Model origin... the View Model has a camera origin, correct? If it does (as I believe it should) where is this 1st-Person View Model Camera origin set? In my opinion the View Model camera origin should be located centered between the eyes and locked to track the Head bone transforms.
  22. Title says it all... I'm looking for the best, free screen capture software to record some Sniper Elite gameplay that I think would be great enhancements to Jedi Knight. PC OS: Windows 7 Pro SP1
  23. What is the 1st-person camera FOV? And does the camera position match the player's centered-eye position?
  24. I don't recall... I'll check when I get home this evening. I'm working on the ear (last night & tonight)-- once I finish the ear tonight finishing filling out the face should go quicker. In the end she will have to be 1000 verts per object... I was planning to follow the JO/JA pattern where the face is detached from the head. Eyes will be separate objects. I'm definitely planning on normal maps... as well as try wrinkle maps.
  25. On my cell, I can't make out shit from your screenshots... will check this evening on my PC. How about making these screenshots in a well-lit "first-map" demo map?
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