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Everything posted by Archangel35757
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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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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.
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Have you asked @@ensiform? I thought he was still working on it-- but not all the time...
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Jedi Academy Of Weird New Things
Archangel35757 replied to NAB622's topic in WIPs, Teasers & Releases
Is @@Cagelight still working on it? If you guys would open up your source repo... you might gain other contributors like @@ensiform, @@Raz0r, @@eezstreet, @@mrwonko, etc. You and @@Cagelight could still be "Head of development." -
Jedi Academy Of Weird New Things
Archangel35757 replied to NAB622's topic in WIPs, Teasers & Releases
@@NAB622, @@Cagelight - any updates or news? -
@@Rooxon - Thanks for the input... ...after more thought, I don't like the "either/or" radio buttons-- as it forces you to choose one or the other and in the case of "Use Material Name" it would force the artist to rename all materials. Here's what I've decided to do: Keep it as-is and add another checkbox for: "Use material name (when 'Smart Paths' returns NULL)" So the artist can still rely on Smart Paths checkbox... but for known textures that have filepaths not containing "models" the artist can check the "Use Material Name..." option and they only have to rename those unique materials. I will look into what is necessary to preserve dialog settings within a 3ds Max session. @@DT85, @@AshuraDX -- any other thoughts? P.S. - I hope to have all plugins updated and resubmitted by tomorrow evening.
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Feedback Needed: GHOUL3 format
Archangel35757 replied to eezstreet's topic in EDP: The Enhanced Development Platform
@@eezstreet, I would recommend holding off on this new format until I can recreate and confirm any jitter... if my results (using both Carcass 2.2 and Noesis) show no jitter then there's no need to waste your time that could be spent elsewhere. -
Feedback Needed: GHOUL3 format
Archangel35757 replied to eezstreet's topic in EDP: The Enhanced Development Platform
How did you "fix" the animation-- since you said it jittered using both Noesis and Carcass? It will have to wait until this next weekend for me to try and replicate any jitter-- because I didn't find/see any jitter from our test animation after compiling with Carcass 2.2. How many frames was your idle animation? -
Feedback Needed: GHOUL3 format
Archangel35757 replied to eezstreet's topic in EDP: The Enhanced Development Platform
That's why I would like him to see your 1st person view model idle animation GLA (and its FBX version) ...because it shows the jitter (even if reduced) still present using Carcass 2.2. Thanks. -
Feedback Needed: GHOUL3 format
Archangel35757 replied to eezstreet's topic in EDP: The Enhanced Development Platform
@@DT85 - per the PM thread request, would you send Rich your jittering 1st person view model animation in FBX format (which you said also jittered when using both Carcass 2.2 and Noesis GLA conversion tools). Also send him the resulting GLA of it... since you already have all the file assets in all the formats. Thanks. Edit: I think you can attach the files to the PM thread. -
@@AshuraDX - nice work, but the stones above the doorway cutout still seem to be off... architecturally/structurally speaking. Typically, for this kind of opening you'd have one stone (called a Lintel) that bridges the full top and supported by both sides like this: https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcS1hjh8R2-XDGI0Em80VXN_OlQlE8UQDYG2Trtdif4lzqcBuZKw8A
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@@AshuraDX ...in your doorway arch (at top) in second pic-- the stones would not be cut like that. You should modify the door arch so the tiling doesn't look awkward-- don't notch them out so much and add a keystone in center with different material.
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@@Trin, you need to look at the animation file format extension (.bvh, .fbx, etc.) and find a player for that format. Try doing a Google search for "blender bvh import" and study the results. You also need to study the help/tutorial manuals for your 3D package on how to "retarget" animations.
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Feedback Needed: GHOUL3 format
Archangel35757 replied to eezstreet's topic in EDP: The Enhanced Development Platform
Perhaps @@DT85 will expound on his issues with the current Noesis ==》Ghoul2 workflow. -
Feedback Needed: GHOUL3 format
Archangel35757 replied to eezstreet's topic in EDP: The Enhanced Development Platform
wrinkle maps should be handled by the Shader system-- because they are blended with the base normal map. @@eezstreet - since neither you nor @@RichW nor any other coder wanted to update Carcass for this (from our Discord discussion yesterday)... please tell us your pipeline for going from: 3ds Max, Maya, Softimage, Blender, etc. to a new Ghoul3 format. -
definitely need to advertise/recruit texture artists on Marmoset & Substance Painter forums.