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Everything posted by Archangel35757
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Ask me anything about the Jedi source code
Archangel35757 replied to MGummelt's topic in Coding and Scripts
So does that automatically scale the EFX as well? Is the space map the misc bsp entity? -
Ask me anything about the Jedi source code
Archangel35757 replied to MGummelt's topic in Coding and Scripts
@@MGummelt - so what would be required to improve vehicle flight dynamics in Jedi Knight? Where to start? Also, the scale of things is so large, how could we get larger playable areas in such a space map? Scale down the models & efx somehow? -
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Softimage Mod Tool 7.5 MD3 Exporter
Archangel35757 replied to minilogoguy18's topic in WIPs, Teasers & Releases
The exporter is finished. @@ChalklYne and @@minilogoguy18 and I have tested it out. Getting ready to compile for other versions of Softimage and will submit a single plugin-pack. -
@@SomaZ -- any chance of you porting your GL2 enhancements back to rend2 MP? Or make a public version of your GL2 for SP? Or is it intended to be exclusive to DF2 until DF2 is released?
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@@DT85 added the SoF2 ladder code into an early version of their DF2 mod... then he ripped it out. I plan to put back in useable ladders at some point in the future for an SP mod... but it's just one of many plans in my head.
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Softimage Mod Tool 7.5 MD3 Exporter
Archangel35757 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Update: So tonight, I finished the code for adding a custom property for the Game Shader relative path... and I finished the code for the case when "Export LODs as separate files" is unchecked. All that remains is to address animations. But it is fully functional now for static mesh objects. -
looks great!
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Softimage Mod Tool 7.5 MD3 Exporter
Archangel35757 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Update: Ok... so I finally resolved the issues with vertex normals and UVs. It is no longer required to "pre-triangulate" the mesh objects before export-- i.e., keep them as quads. I added a menu command for creating a new MD3 Tag (after creation you simply translate/rotate it where you need it). I'm in the process of adding a "Game" Shader Custom Property which you will be able to assign to mesh objects with a menu command (this will store the Shader relative path). Other than that, all that remains is to address animated meshes-- and the plugin will be ready for release. -
@@SomaZ - yeah you could have different fluids type contests.
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what are the alternatives out there other than modDB? It doesn't have to already be JK2/JK3 specific, but rather more modern techniques (normal mapping, PBR, etc.)
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K2 should be an NPC with his own skeleton... imo.
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I like it! It just needs a little tweaking.
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Application as a Level Object Artist - ACCEPTED
Archangel35757 replied to Nupol's topic in Dark Forces II Mod
MD3's only have 3 levels of LODs: LOD0 (highest detail) LOD1 LOD2 MD3View displays these as LOD1, LOD2, LOD3. -
Softimage Mod Tool 7.5 MD3 Exporter
Archangel35757 replied to minilogoguy18's topic in WIPs, Teasers & Releases
So I fixed: the UVs (still need to chase down why it creates 1 more than needed), tags, and material shader paths... so at least now folks will be able to export static meshes. I will let @@minilogoguy18 test it out and post some of his results. @@ChalklYne - would you like to test it out? -
Short answer: Yes. Longer answer: Like @@DT85 was saying, the STEF skeleton, while it may be in a similar A-pose to the Jedi Knight skeleton it is a simpler skeleton (less bones). You can use my 3dsMax maxscript dotXSI importer to import the STEF characters (any of them). They will come skinned to dummy helpers with their animations. You can do a batch import as well. However, if you want to compile them as-is for a Jedi Knight NPC. You will need to use Notpad++ and do a wildcard search/replace... search for "grand_pappy*" and replace it with "model_root". This will result in all XSI files being ready to compile with Assimilate and Carcass v2.2. By doing this I was able to recompile the full klingon (using Malon's root.xsi and all klingon male animations) as a JK Ghoul2 GLM/GLA and it played perfectly in ModView. BUT I used the imported STEF skeleton. If you only want the STEF meshes skinned to the JK skeleton and using only JK animations. Then you only need to tweak all the root.xsi files for each character. To get it onto the JK skeleton you will need to do an extra step in 3ds Max after importing... Use my transfer skin weights maxscript to transfer the mesh skin weights onto the JK skeleton. You will have to tweak the skinning since there are more bones in the JK skeleton. All scripts/tools are available in the file utilities section.
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what did you set as the preferences in EffectsED (screenshot)?
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what is your relative path you set inside your MD3 file? And what 3D program are you using? And where are you saving the file?
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Softimage Mod Tool 7.5 MD3 Exporter
Archangel35757 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Ok... so I spent the last week or so (off and on) trying to sort out errors in the vertex normals and UV coordinates. I'm glad to report that the vertex normals were fixed last week and I finally got the UVs sorted out to display textures properly-- however, currently it's still creating more vertices for extra UVs than is needed, so I need to resolve that so it only creates the minimum verts needed for extra UVs. To Do List: Optimize UVsFix tag orientationsFix relative shader path written into the MD3 fileAdd support for animated meshes -
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Is the model textured? If so you can send it to me and I can weight it to the JKA skeleton for you. Sounds like it needs LODs as well.
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[JAEnhanced] Enhanced Development Platform (EDP)
Archangel35757 replied to eezstreet's topic in Jedi Academy: Enhanced
Hmm... @@eezstreet - from the pics & video the effect seems to be incorrect... drawing a straightline linear blur like this (wrong): rather than an arc, like these (correct): ...also, the interpolation looks jagged-- as though it needs more steps to smooth it out. And the glow seems a bit excessive... is there a setting to change the amount of "glow"? Edit: I suppose pure translations by the wielder's hand would generate a linear blur. But rotations should be blurred on an arc.