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Everything posted by Archangel35757
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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.
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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?
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@@Xycaleth, @@DT85 -- Maybe Raven had code in SoF2 to "heal" the normals along mesh seams? Is this possible while preserving intentional hard edges?
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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.
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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.
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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.
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You're not planning to modify maps with newer textures, normal mapped environments, etc?
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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?
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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.
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What is the 1st-person camera FOV? And does the camera position match the player's centered-eye position?
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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.
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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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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.
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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).
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dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
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. -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
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? -
That's a very unclear answer.... so are you trying to port SoF2 to the OpenJK engine?
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Star Lord/Peter Quill from GotG model request
Archangel35757 replied to ensiform's topic in Mod Requests & Suggestions
Is that directed towards me? I had some other ideas for references e.g. (Aaron Eckhart, Ryan Reynolds, Michael Biehn, and a few others) -
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.
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I thought that @@Xycaleth said that 500 vert limit per object (for shading) only applied to stencil shadows, no?
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Star Lord/Peter Quill from GotG model request
Archangel35757 replied to ensiform's topic in Mod Requests & Suggestions
I was thinking of using Chris Pratt's head as reference for my Dash Rendar model... which still lays in my pile of WIPs. -
@@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?
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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.
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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.