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Archangel35757

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Everything posted by Archangel35757

  1. I use the animevent stuff to play the accompanying animation sounds. Any improvements would be great! (I.e., placeholder for wrinkle map events?)
  2. @@minilogoguy18 -- I thought there was a command to set the floor at the lowest part of the character, no?
  3. So are stencil shadows the only thing driving this 500 vertex limit? If so can we do away with it?
  4. Each character shadow seems to have a different light source angle in that shot, no?
  5. What are stencil shadows? Edit:
  6. Can we up that vert limit? Maybe 1000? So that it's same value as 1000 verts max per object?
  7. 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.
  8. I like the show origin axes... show unshadowable surfaces-- does that show/highlight objects that have > 500 verts ( not reactive to dynamic lighting?)
  9. What functionality did you remove?
  10. 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?
  11. 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.
  12. @@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.
  13. What's the list of weapons that don't take a cartridge, shell, or battery of some sort?
  14. 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.
  15. Couldn't a revamped ModView handle the GLA & CFG file swapping automatically using a Boolean check on the bone count or something?
  16. 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?
  17. Would be nice to add proper Shader support and rend2 (normal maps). Also, IIRC... ModView supports playing supporting sounds for a character using the animevents.cfg file. If we add facial wrinkle (normal) maps (for mo-better facial expressions) then it would be nice to add support for a "face_event.cfg" (similar to animevent.cfg but it tells engine to use an animated normal map in sync with a facial expression animation).
  18. No worries... yes, my facial rig bones will be in the main humanoid skeleton. As much as possible I will re-use SoF2 bones-- if they're in the right place... so as to try and minimize the bone count. We would then export the selected facial bones, face_always, cranium to its own GLA that will contain the visemes and facial expressions. Like I said earlier it seemed Raven was planning to use the current tail bones to refine deformations in the tunic? But I think they should be moved to femur like in the article-- to keep buttocks from collapsing. Also, now would be the time to consider fixing the off-centeredness of the SoF2 face bones... center them about face_always/cranium-- unless we don't want to break compatibility with SoF2??? When I finalize the placement of the new facial bones-- I will send them to you so you can incorporate them into your CAT rig ( Including its maxscript GUI Interface).
  19. @@eezstreet -- when you say Hit Indicators... are you referring to the character hit-map? Like in SoF2 where they use that to trigger certain animations? E.g., shot in arm, subject grabs/nurses arm... or shot in leg-- subject walks/hobbles with limp... that kind of stuff would add more realism IMO.
  20. As requested... A lot of the smaller polygon's along the centerline of the head will be reduced from 4 to 2 rows after I merge the two "symmetry halves"...
  21. Maybe have it blink while charging, and then go solid when ready?
  22. Here's a brief update... I've been re-working eye area-- it's getting closer to what I want. I also did a quick hack at eyelashes just to see how they would make the eyes look better. They're not the final lashes. I plan to work more on her this evening after work...
  23. you can't have a "model_root" dummy helper in your scene-- because the exporter creates this helper. He could try "export selected" and have only skeleton_root, mesh_root, and their children selected.
  24. I think 2 or 3 Transdoshans would be a great addition-- but I think they should not all be wearing similar flightsuits. Other species that I'd suggest adding might be: Chiss Kubaz Duros Zabraks Might look better to have some female species as well. I think some aliens (perhaps the Duros?) should be "innocent" nuetral bystanders caught in the cross-fire (taking cover behind broken tables, etc.). The females should scream and flee... just a few thoughts.
  25. Rather than record your computer monitor-- you can use "Animation Preview" to create an AVI for your WIP anims.
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