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Psyk0Sith

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Everything posted by Psyk0Sith

  1. Meh. It should have been adapted to Vader's design, not tacked on like it is. I'd rather see the Square Enix version instead, just my opinion of course
  2. @@Langerd The downside is all players will sound like they're made out of metal, which would be dumb-----> for the "universal" footsteps sounds that is. @ Sound quality ain't that bad, a least there's no background noise! I modified them slightly too and i'm happy with the results.
  3. Learn how to UV map correctly. If your package has a "flatten" UV option in the editor then use that and manually stitch back the seams, that's the only way to get distortion free UV'S. Placing your seams where they are hidden reduces the obvious break in the UV's (and texture projection in a painting app)
  4. Custom sounds work with the NPCs so that's another thing taken care of. I've also modeled the high poly cape and will start the baking process soon.
  5. An old ass version of camtasia. It usually works fine but JA's non current gen screen ratios screw up the capture process.
  6. Hehe i already have something like that and yes it was sort of intentional. I had problems with the screen capture software and was tired of testing!
  7. I don't think it definitely needs it, it's a pile of metal & nope, basic hilts from JA, robots aren't picky.
  8. You're probably right about the head color but i'll stick with the concept art. Next up is NPC's and maybe adding a cape version.
  9. Here's a teaser of the latest version, sorry for the dark video but youtube messed with brightness for some reason.
  10. You need to learn about alpha channels and shaders. https://icculus.org/gtkradiant/documentation/Q3AShader_Manual/ch06/pg6_1.htm
  11. It's getting there. Still need to do icons, bots, npc's etc. What Malgus update? You mean the sounds?
  12. It would need soft beveled edges and surface details but i don't see any on the high poly version, right now it'd be like baking a simple AO map of the low poly, it's a start but it means more manual painting vs. a true high poly bake.
  13. Imo that's overkill for a weapon, you'd be better off reducing the number of sides to 8, that'll cut down on budget and still retain the silhouette. Another thing would be to float geometry at the expense of texture space, you can however find a good balance for that if you add egeloops at strategic areas. What's the triangle and vertex count on it?
  14. That's the thing, i don't want it to be articulated, from the fight sequences i've seen, the sounds were generic and had no dialogs, which is perfect. It's a killing machine afterall.
  15. The reasons you haven't seen this made are pretty obvious, look at how complex that thing is! You can't possibly frakenstein your way out of it, not matter how creative you are. Another problem is only a few crappy reference images available. Finally only a handful of JKHUB modelers could do it, but if they're not interested you'll have to play TFU instead.
  16. Actually i like the fact you can't totally understand what he says. I don't think the laugh works tho, he's programmed to kill, he doesnt need theatricals . I might do some EQ work and mix other sounds with them. I'll wait for Kylo's soundpack too.
  17. Thanks, i'll have a listen...no guarantee i will keep any or all sounds provided, you'll be free to use your own if you prefer.
  18. Nope, it's rigged to the humanoid. Works perfectly. On the sound issue, the engine can clearly play a bunch of sounds at the same time, environments, surface sounds, sabers, player's taunts and dialogs, weapons firing etc..., i don't see why it would be so difficult to just get another clip played. I changed the "channel" in the sound type but still no luck (set it to body instead of auto). There's the footstep sections i havent touched yet, those seem to be hardcoded tho, they're simply refered to as "footstep L" or "heavy L" those are used when the player hit a different floor surface (water, metal, grass, rocks). Modifying the mp3 would change them for all the other characters...which would sound stupid imo.
  19. Yeah that's what i figured, thanks for trying anyway.
  20. Problem: I'm trying to customize the sounds for the EG5 droid i'm working on. I edited the walking/running sounds by using the saberdroid's clips. It works in modview 2.5 but not in-game, i only hear the default surface sounds when character walks on different surface types...shouldnt they overlap each other instead? (hearing metal footsteps + surface type) -All the new sounds are located in the eg5 custom folder as usual. -The .glm was compiled like a regular model (i did not change the path to the .gla) -I included the modified animevents.cfg file into the eg5 folder Any help appreciated. Let me know if you need more info. P.S.:Obviously changing the default footsteps wouldnt be an option as all the other characters would sound like they're made out of steel.
  21. @ I appreciate the effort! @Archangel35757 I edited pretty much all the sounds events and they play fine in modview. In-game however, the only sounds heard are the default footsteps, (depending on what type of surface the character walks on) i thought they would overlap each other but no dice...
  22. Ok it's working, but now when i swap paths in the file, it says cannot find the mp3, despite having the sound in the correct folder (i'm still re-checking where it could be wrong). Ok there's the option to edit the sounds with modview so that should work.
  23. I'm testing Kyle with all his sounds extracted but no audio is playing, there's no options for it...at least not in modview 2.1. If i add the regular "_humanoid\animevents.cfg" into the EG5 dir and start changing audio path and files, it should play saberdroid sounds when the "events" happen?
  24. @Archangel35757 I never tried audio with modview but i'll give it a look. @Kylo Ren Yep i know, just typical robot sounds is fine. Anything is welcomed at this point.
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