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Everything posted by Archangel35757
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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?
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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).
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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).
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@@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.
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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"...
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Maybe have it blink while charging, and then go solid when ready?
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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...
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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.
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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.
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Rather than record your computer monitor-- you can use "Animation Preview" to create an AVI for your WIP anims.