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Archangel35757

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Everything posted by Archangel35757

  1. 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?
  2. Sadly dotXSI is a dead format... that will not be supported after the 2015 releases. Autodesk tied the supported versions of Max to the Crosswalk SDK... so in all likelyhood it will break if/when I ever compiled a new dotXSI exporter for Max 2016. Maybe if I went back to the very first 64-bit SDK made by Softimage... but who knows. Autodesk has stated FBX is the foreseeable future intermediary format. @@minilogoguy18 -- the format is quite different... while some dotXSI 3.0/3.5 templates are inherited by dotXSI 6.x there are enough differences to cause failures beyond the header version. @@Xycaleth -- my suggestion would just be to add your FBX2Ghoul2 converter into Assimilate as a second converter engine under the hood. Or recycle the assimilate code to be your GUI and make it a new separate tool altogether... call it: FBX2G2, or AssimilateFBX, or whatever name you fancy.
  3. I thought that Assimilate is simply a fancy GUI wrapper for the Carcass.exe (Assimilate generates the .car file and calls Carcass to do the actual compiling), am I missing something? Or are you asking @@Xycaleth to simply add his FBX to GLM/GLA converter to be a second compiler under the "Assimilate" GUI. E.g., if you supply .FBX files then it uses the FBX2GLA converter... but if you supply .XSI files then it still uses Carcass.exe. I don't think we should do anything that would break the Assimilate/Carcass relationship... as an aside, Carcass use to accept .ASE files from 3ds Max... I think they simply renamed it to .ASK (would be nice if we could figure out how to get .ASE working with Carcass too).
  4. I think I need to add back in the option to remove helper bones (I.e., Character Studio Biped)... and may need to address CAT bones as well-- which may also be lurking in the dotXSI file.
  5. Here's a screenshot of the import dialog: These options are pretty basic-- and similar to the (broken) MilkShape3D importer... but have I missed anything important?
  6. That's a very unclear answer.... so are you trying to port SoF2 to the OpenJK engine?
  7. Is that directed towards me? I had some other ideas for references e.g. (Aaron Eckhart, Ryan Reynolds, Michael Biehn, and a few others)
  8. Yeah, I just thought you might know... @@KENNITHH states they're using the default SoF2 character-- they just used Noesis and SMD importer to get it into 3dsMax. Seems like they're bringing in the SoF2 GLA, hopefully he will clarify.
  9. I thought that @@Xycaleth said that 500 vert limit per object (for shading) only applied to stencil shadows, no?
  10. I was thinking of using Chris Pratt's head as reference for my Dash Rendar model... which still lays in my pile of WIPs.
  11. @@KENNITHH, @@DT85 -- What exactly are you trying to accomplish here??? I'm somewhat confused... are you trying to bring the SoF2 gla into JKA or what?
  12. When you say, "lower ammo use" are you saying to decrease the rate-of-fire (RoF)? Isn't RoF the driver here? Whichever one has 400 rounds and 50 secondary should have their capacity lowered... IMO. EDIT: Also, I think very heavy weapons should slow your run into a jog/trot-- I think that would add to balance (heavier weapon-- more damage... slows you down making you more vulnerable.
  13. I had come up with the "workbench" steps (a few 1st person puzzles) of "cooking your own crystal" meant for missions as Luke in SOTE mod-- where he follows some notes found in a journal left by Obi-Wan. It would be nice to incorporate these puzzles into the game-- @@AshuraDX... follow the process incorrectly and you end up with an unstable crystal that would blow up (killing you) or fizzle out depending on circumstances. The puzzles are realistic to the process of making man-made synthetic gems. 1. Based on your desired crystal/saber color-- one or two unique ingredients. 2. Collect ingredients. 3. Balance a chemical equation (high school chemistry) (hint notes in journal) 4. Mix up resulting portions based on #3 5. Place in thermal cooker-- variables are temperature/time (set-it-and-forget-it... just show a screen-wipe to indicate all the required time has lapsed) 6. Skip the polishing/cutting, install cut/polished crystal in saber. I had these missions all planned out. Just need someone to code these as 1st Person workbench puzzles.
  14. I use the animevent stuff to play the accompanying animation sounds. Any improvements would be great! (I.e., placeholder for wrinkle map events?)
  15. @@minilogoguy18 -- I thought there was a command to set the floor at the lowest part of the character, no?
  16. So are stencil shadows the only thing driving this 500 vertex limit? If so can we do away with it?
  17. Each character shadow seems to have a different light source angle in that shot, no?
  18. What are stencil shadows? Edit:
  19. Can we up that vert limit? Maybe 1000? So that it's same value as 1000 verts max per object?
  20. Some of the best AI enemies I've played against was in Rebellion's Sniper Elite game... try Version 2 of the game on Steam.
  21. I like the show origin axes... show unshadowable surfaces-- does that show/highlight objects that have > 500 verts ( not reactive to dynamic lighting?)
  22. What functionality did you remove?
  23. Wiki says it has a Max capacity of 400 metallic bolts, and a concussion grenade launcher that holds 50 rounds-- has to get loaded somehow... ...seems like folks at Raven didn't know much about gun/weapon design... if they didn't think about reloading it. 400 bolts seems like it would need a box cannister or drum magazine: http://en.m.wikipedia.org/wiki/Drum_magazine The capacities seem like crazy much as well... Maybe it breaks opens like a double-barrel shot-gun? To reveal where its loaded?
  24. So if you exceed 500 vertices per object-- dynamic lighting will no longer work on that object? I think we should compile a modeling notes/limits for all of the game's model file types and make it a sticky thread in the modelling tutorials section. ...and a similar thread for mapping: Max number of models, brushes, entities, etc. that GtkRadiant and the game will handle.
  25. @@minilogoguy18 -- I don't disagree with you... but sometimes you need to take a break from one project and do something else so you don't burnout.
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