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Archangel35757

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Everything posted by Archangel35757

  1. I'd like to help with that... where can I get the latest DF2 code base?
  2. @@MGummelt- actually, no I haven't played it... but it's on my "ToDo" list.
  3. If I were to attempt this... I would make them use the same style animation.cfg file as STEF and Jedi Knight. When I renamed all of the "Grand_Pappy" root nodes to "model_root" in the Klingon dotXSI 1.1 root.xsi and animations and compiled them to GLM/GLA, I created an animation.cfg file from Assimilate and that cfg file loads the animations perfectly into MD3View with the original STEF lower.mdr and upper.mdr files. However, this is not a top priority for me and I would be open to collaboration.
  4. @@MGummelt - WW2 fighter behavior would be great. I noticed in your space dog-fighting videos the craft jerk/slide sideways (which is not WW2 behavior)... Something that would replicate X-Wing Alliance (or X-W8ng vs Tie Fighter) flying is what I meant. Thanks.
  5. Ok... so we just need better flight dynamic behavior, any suggestions on where to start?
  6. So does that automatically scale the EFX as well? Is the space map the misc bsp entity?
  7. @@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?
  8. 664 downloads

    MD3View is a model viewing tool for the MD3 and MDR model formats.
  9. 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.
  10. @@Asgarath83 - The Raven XSI importer comes in one of the JK editing tools packages.
  11. @@Asgarath83 - the Raven Max5 dotXSI importer will import ALL root.xsi files both humanoid & creatures and create a Max Bone Skeleton. My dotXSI import maxscript will create Dummy helpers instead of bones (since that was easier).
  12. @@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?
  13. @@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.
  14. 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.
  15. 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.
  16. @@SomaZ - yeah you could have different fluids type contests.
  17. 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.)
  18. K2 should be an NPC with his own skeleton... imo.
  19. I like it! It just needs a little tweaking.
  20. MD3's only have 3 levels of LODs: LOD0 (highest detail) LOD1 LOD2 MD3View displays these as LOD1, LOD2, LOD3.
  21. 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?
  22. 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.
  23. what did you set as the preferences in EffectsED (screenshot)?
  24. 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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