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Everything posted by Archangel35757
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Psyk0Sith -- I will need to revise the Readme file to explain that the 3dsMax scene names cannot use spaces (instead use the underscore _ symbol). This is because I use the Max scene name as the projectName in the SI_FileInfo template, as well as for the name of the Material Library template. Edit: ...and apparently the template parameters can't handle spaces. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Psyk0Sith (and any other 64-bit user that is having failures trying to load the new dotXSI plugins during 3dsMax startup) Try this: Rename the XSIFtk.dll to it's original name: Crosswalk_3.3.64.dll ...and please post if that works for you. Thanks. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
An easier solution would just be to tell people in the ReadMe file that scene file names cannot have spaces-- instead use underscores. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 -- how did you manage to figure out that not-so-obvious solution? I guess that is due because I now use the same filename in the dark XSI file as the project name and material library name... probably does not like spaces. @@Circa or @@AshuraDX -- My 3dsMax8 skeleton is uploaded & awaiting approval. @@DT85 -- edited my response. -
Version Beta v.9
203 downloads
The JK3 skeleton(s) that are floating around out in cyberspace have had some bones accidently moved; and other bone transform errors when compiling with Carcass and combining originally released dotXSI animations. Some of these errors (that are fixed by this skeleton) don't manifest when you compile against the existing _humanoid.gla. Pedigree: This skeleton was first created by importing the released JO Kyle root.xsi file using Raven's 3ds Max 5 importer (which automatically creates Max Bones). Then using the Luke JA root.xsi file, I incorporated the left and right tail bones. I then fixed the spine bones lengths (pelvis and thoracic) to appear as a continuous chain. I incorporated the JKA "face_always" dummy... and relinked all the facial bones to match the correct order. I then had to fix the left and right eye basepose transforms due to carcass errors (solved by adding root nulls and making eye bone transforms match the released root.xsi values). Added bolts and had to fix Stupidtriangle_off... (I really can't recall what I did to fix it-- I know I skinned it to only a single bone). I know this skeleton works... it has been tested to compile a new root.xsi as well as taking this new root.xsi and combining it with original dotXSI animations to verify all goes well with Carcass. This skeleton, or a future update, will serve as the basis for my advanced character rig. I also plan to make a simple IK rig using only the JA facial bones. Currently this skeleton includes the SOF2 facial bones that are inherent in the JO root.xsi file. I plan to use all of these facial bones in the facial rig of my advanced character rig. So for the purposes of compiling JKA models you should select the JO and SOF2 bone layers and hide them... so that you don't accidently weight anything to them. Be sure to do an "Export Select" when you export your dotXSI. The purple bones are JA unique bones (i.e., the rtail and ltail bones). The yellow bones are the JO unique bones. The cyan bones are common to both JO-JA skeletons. The pink bones are the motion and hang/hand tag bones. The magenta bones are the SoF2 facial bones. NOTE: This skeleton will eventually be released as a 3ds Max 6 file for those still using 3ds Max 6 (...I haven't forgotten about you! ). And the color scheme may change in the future. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Update: Both @@DT85 and I have extensively tested the 3ds Max 8 dotXSI 3.0 exporter and everything works. ...However, with the latest plugin @@Mark Lubbers is telling me that he is now getting an error from Carcass for his Stupidtriangle_off (...and this doesn't occur with the previous Max6 beta plugin). The Carcass error states: I suggested he delete the Skin modifier and re-apply it and re-weight the 3 vertices... but Mark reports he's getting the same error. So I loaded up @@Psyk0Sith's jedi_malak root pose in Max 8 and exported and it compiles fine for me in Carcass (also compiled with some original animations: walk, run, attack, death) and all plays perfectly in ModView (G2 Skin automatic creation worked too). @@Mark Lubbers let's track your issue here in this thread until we find a resolution. Does anyone have any suggestions? Is it possible you have a duplicate vert? Are you weighting them 100% to one bone? -
So are normal maps for characters fully implemented now using rend2?
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character CUSTOM SKEL NPC: Mailoc
Archangel35757 replied to Archangel35757's topic in Dark Forces II Mod
The wiki says they can also bite you with their teeth... I'm just thinking these these could be pimped-up a little bit... by having a poison effect from either a teeth bite or the tail (like a scorpion...) that would give you the poison/injection effect like the probe droid)... also I think they should fly a bit faster -- not quite as fast as hummingbirds though, but faster than a meandering bumble bee. Also, from what I recall from the game, if you snuck up on them... you'd find them stationary until you triggered there motion ( I don't even think their wings were beating)... *Edited my reply. -
character CUSTOM SKEL NPC: Mailoc
Archangel35757 replied to Archangel35757's topic in Dark Forces II Mod
What was the effect in-game? Just melee damage and then you die? -
character CUSTOM SKEL NPC: Mailoc
Archangel35757 replied to Archangel35757's topic in Dark Forces II Mod
But I think it should have a poison effect-- like the dizzy screenview when the poison level is high approaching unconsciousness then death. In my opinion their tail should be scorpion-like... in addition to the melee damage of the wound itself... no? -
http://starwars.wikia.com/wiki/Mailoc Has anyone laid claimed to this ugly bug yet? If not, and if it's not immediately required, then I'd like to take a shot at it. I think it will help me with many of my learning objectives. I can't start on it right away... my current priorities are getting the dotXSI plugins compiled and working thru versions Max 2014... and then my character rigging. But it looks like it would be an intriguing undertaking... can this be assigned the poison weapon like the probe droid? I can't remember exactly from the game how the stings from this creature affected Kyle.
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character HUMANOID SKEL NPC: Heavy Male Civilian
Archangel35757 replied to Psyk0Sith's topic in Dark Forces II Mod
Are different eye & hair colors in your plans? Too bad the engine can't spawn with randomized-attributes for characters. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Psyk0Sith -- I'm just trying to discover what features of the dotXSI exporter may be broken in later versions so that I can report them as "Known Issues" in each Max Version's readme file... and also document workaround solutions (if any exist). You're correct that this feature can't be used in an .xsi file by this game... but this plugin could have more uses beyond the JKA community. For OpenJK, if the coders want to incorporate "morph" based facial animation in addition to bone-based... then I think the best/easiest solution there-- is to use an MD3 head on a GLM body. Which I believe is already possible (or require very little code modification to work as desired). But I think with all the additional SOF2 facial bones in the skeleton-- I can make a very detailed bone-based facial rig... which should be sufficient for those who want higher quality facial animations (that's my goal/plan anyways)... but there's still the issue of accuracy loss due to GLA conversion/compression. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Psyk0Sith -- I just tried a Point Cache modifier in Max 8 (saving the Cache to disk and collapsing the Morpher modifier underneath-- which results in Editable Mesh) and then exported using "Force Shape Animation Export" and it appears to work! Played in XSI Viewer! -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Psyk0Sith -- What about using a Point Cache modifier? From 3ds Max Help: So if you have time, try adding a Point Cache modifier (save the cache)-- collapse Morpher modifier... reapply Cache from disk??? (Not sure if that's the proper workflow-- but it sounds good ) ...and Thank You Very Much! -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Nope... still combing! ...my sentiments exactly! -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
While combing thru the batchprocessing code... I think I may have found the smoking gun. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Yeah... I don't believe Carcass would accept it-- would only be to get it in Softimage. Like you said -- for the game you would need to export it as MD3. Just trying to identify what works and what's broken in the exporter for later versions-- and identify workarounds... if any. -
::Ahemm... cough, cough:: For very complex 3D paths you can also use a .ROF file (created by using my ROFF exporter for 3dsMax). My ROFF WIP thread provides an old tutorial as well as a link to where you can download the 30-day trial of 3dsMax6, 7, or 8.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85, @@Psyk0Sith -- If I recall correctly, simple vertex animation via bend modifier, etc. works just fine-- so maybe it's possible to collapse (get rid of) the Morpher modifier... turning it into a simple vertex animated mesh??? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 -- Exporting Morpher modifier (Commander Lake tutorial scene -- 500 frames) works in both Max8 and Max9 32-bit. I was also using "Export Selected" and it takes a few minutes to write the file. The resulting dotXSI file was huge! 665MB for Autodetect Shape Animation (ASCII text) 723MB for Force Shape Animation Export (ASCII text) Interestingly, Autodetect Shape Animation in binary format yields the same 665 MB file. All played in XSI Viewer, but teeth were askew ( because I don't think they froze transforms properly). Also the file's scale is huge-- dwarfing the grid in XSI Viewer. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 -- It works perfect for me in the Max9 32-bit trial version. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Circa @@AshuraDX (wish there was an @JKHubStaff) -- All plugins (Max 8, Max 9 (32/64-bit), Max 2009 (32/64-bit), and Max 2010 (32/64-bit) should be fixed and final... and awaiting approval. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
.SKIN Texture paths are fixed. You just rename the material editor slot to the relative texture path. See the readme. Also, if you export with hidden meshes then those hidden meshes get set to *off. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 -- I exported a tutorial scene file that used Physique modifier (instead of skin) from both Max8 and Max9 32-bit and it works fine... about to upload Max2009 plugins.