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Everything posted by Archangel35757
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Looks like the letter "r" is still a pixel or so higher than the other letters in both of your screenshots.
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Someone already did! Checkout out Lassev's Bespin map
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Star Wars Episode VII Discussion
Archangel35757 replied to Circa's topic in Star Wars Franchise Discussions
Obi-wan was about 70 in EP.4 right? And Luke is about 50? He should be slimmer... thought he was contractually obligated to lose weight. -
Follow the tutorial posted in my WIP ROFF thread-- where you will also find links to trial version of 3dsMax to use.
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I uploaded a .ROF file exporter for 3dsMax 6,7,8... so you can create complex 3D path animation for your Origin brush and export the 3dsMax origin brush to .ROF for use in scripting complex brush movements (or if you want a "baked" physics animation for brushes). I don't think anyone has even attempted to use it yet.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Milamber -- so @@DT85's solution to select your smoothing group and detach to element preserves the behavior of your smoothing group when you then export using Vertex Normals option, yes? So your model now looks proper in-game? -
I want to bring some gameplay features from SoF2 to JKA. I want to add rapelling, ladders, climbing, etc, and some of the character animations, AI improvements-- but its more than I can do alone.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Milamber, @@Scooper, @@DT85, @@Psyk0Sith: According to Rich Whitehouse, "...GLM as a format only stores vertex normals... ...by default Noesis will only write per-vertex normals." "...Everything would be converted to vertex normals [from Noesis] when targeting GLM as the concept of smoothing groups doesn't exist in the [GLM] format itself." So for now @@Milamber... use the vertex normals option. I honestly never looked into this area of the original source code-- as it didn't seem broken. @@DT85 (to my knowledge) has not had any issues with getting his models and normal maps looking proper in-game. I will look into this area of the code to see what it is doing-- and if necessary... create an option to export vertex normals respecting smoothing groups (which it could be doing already and just mis-labeled). Please post here to describe your issue, post screenshots of model and export options, etc. Thanks!!! -
Star Wars Episode VII Discussion
Archangel35757 replied to Circa's topic in Star Wars Franchise Discussions
Is it me or does Mark Hamill still look like a fat bastard? I thought they hired a personal trainer for him, no? I mean maybe he's lost 10 lbs-- but he needed to lose like 50 lbs or more. Maybe they should've hired him one of the trainers from "Biggest losers" -
dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Recently got back to this... making some good progress-- I hope to have a working version in the next few weeks. Stay tuned... -
I will restart my Han Solo model project after I finish the new Jan Ors and facial rig project.
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WIP Dem bones, dem bones, dem jittery bones...
Archangel35757 replied to Archangel35757's topic in Modding Assistance
@@DT85 -- Thanks to working on the dotXSI Importer, I intend to take a deeper look at the exporter code to see what optimizations can be made in regards to this topic... -
@@eezstreet -- try CGSociety or TechArtist forums.
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No. @@eezstreet's facial animation system will not alter the original game facial animation system...-is... or wirh whatever edits you make). His plan was to add new code that handles bone-based facial animation in a new lip_sync.gla file (character's head/face, etc. are weighted to all-new bones) that is then superimposed onto the _humanoid.gla
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Request for a Compiling tutorial
Archangel35757 replied to Lamented's topic in General Modding Discussions
I would recommend you use the Max8 skeleton I uploaded in the utilities section (turn off the layers for the bones you don't need-- whether JK2 or JK3 game). ...and when you import a GLM mesh you will need to rescale it to fit the skeleton... because in game they are 64%. So you need to apply a scaling factor of exactly 1.5625. -
I would recommend adding cases for the six (6) major facial expressions: Anger Fear Joy Sadness Surprise Disgust ...as well as add a weighting parameter to be percentage amount for the expression (e.g. 50% anger, 100% anger, etc.). So the last frame of the facial expression would equate to 100%... just an idea.
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Here's an example of starting out modeling a head using image planes: http://jkhub.org/topic/4260-jan-ors-head-hi-def/ As @@minilogoguy18 stated... I started out with a single quad polygon at the center-brow of the forehead and pulled edges (Shift key + mouse drag a selected edge) down the centerline of the nose on one side only-- since I'm using a symmetry modifier. For the eyes I start with a sphere.
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@-- my full 3ds Max character rig will be released for others to use... on the coding side of things, @@eezstreet would need to answer that.
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@-- I don't think one would see any visual difference between the /(h)w/ and /w/ phonemes... like in the word pairs: whine / wine which / witch etc. They'll both use the same viseme pose. With my facial rig my goal is to make facial animations (lip-sync and expressions) easier and intuitive with the GUI I have planned. With the approach @@eezstreet layed out in this challenge... the new lip_sync.gla will be appended on top of the _humanoid.gla using the head bone.
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Check out this thread: http://jkhub.org/topic/4020-i-present-a-challenge/ ...and this one: http://jkhub.org/topic/4260-jan-ors-head-hi-def/ As soon as I finish the head, I will build a new facial rig that will support lip-synch''ing... having animated viseme poses that will represent the 44+ US-English phonemes (a single viseme may represent more than one phoneme).
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Make the animation you want and append it to the protocol Droid's GLA file using ASK's GLAmerge tool.
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It is using a symmetry modifier-- the difference is due to the default scene lighting.
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@@CaptainCrazy -- you don't think I've captured Mandy's Eur-asian eyelids?
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Problem solved by @@AshuraDX. Thanks! He caught that he had put it in a "plug-ins" folder-- rather than the "plugins" folder. So @, let me know if you have questions after reading the readme file on exporter usage. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@ contacted me about problems with the Max2012 64-bit dotXSI exporter not showing up after he installed it on his Windows 8 64-bit system. http://imgur.com/34J7BiT,HKeF1Mh Has anyone else ran into this issue? Anyone using Windows 8? My thought is that Max2012 isn't compatible with Win8... and according to the Max2012 service packs & updates readme file-- it does not list Win8 as a supported OS. @, are you successfully running 3dsMax 2012 in a Windows 7 compatibility mode? Do you have the latest service packs and updates from Autodesk installed? 3dsMax 2014 is the first version that officially supports Windows 8.