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Everything posted by Archangel35757
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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.
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I use the animevent stuff to play the accompanying animation sounds. Any improvements would be great! (I.e., placeholder for wrinkle map events?)
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@@minilogoguy18 -- I thought there was a command to set the floor at the lowest part of the character, no?
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So are stencil shadows the only thing driving this 500 vertex limit? If so can we do away with it?
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Each character shadow seems to have a different light source angle in that shot, no?
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What are stencil shadows? Edit:
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Can we up that vert limit? Maybe 1000? So that it's same value as 1000 verts max per object?
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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.
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I like the show origin axes... show unshadowable surfaces-- does that show/highlight objects that have > 500 verts ( not reactive to dynamic lighting?)
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What functionality did you remove?
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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?
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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.
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@@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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What's the list of weapons that don't take a cartridge, shell, or battery of some sort?
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But would be nice to preview shaders and normal maps-- more convenient than loading model up in-game... as you can spin around and view from any angle while an animation plays, etc.
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Couldn't a revamped ModView handle the GLA & CFG file swapping automatically using a Boolean check on the bone count or something?
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I too would like to see weapon reloading animations for each weapon type. But some may not... this was a "realism" configuration option in sniper elite game (to play reload animations-- as well as weapon switching anims, or switching from weapon to binoculars or other useable item). Maybe we could have a game configuration option to play (or not) these extra anims?