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Corto

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Everything posted by Corto

  1. Well, I tried changing the orientation and position of the tags and nothing changed at all, so I had to come up with what I presented here.
  2. I will release another version, hopefully the final one, with a better shader file and some more fixes I have already spotted. For now, I'm giving it a rest and working on other Star Wars stuff. I'll show you very soon.
  3. I would start with the sounds of jumping, footsteps, falling, getting hurt, etc. They all sound so "soundboardish" right now. Also, the pickup sounds. They worked for games like Quake 3 or Unreal Tournament, but for Jedi Knight, they should sound like actually picking up something instead of just being a sound cue that just walked over an object. Having inventory sound would be nice too. When you change your active inventory object, a sound like when you equip a new item on games like DayZ or any RPG would fit perfectly. Everybody focuses almost exclusively on graphics, but I'm a strong advocate that level design (no matter how basic the graphics look) and sound design can improve the ambience and immersion more than top of the game graphics.
  4. All these skins look really nice, but they all lack proper lighting. If you could paint some highlights it would bring out the textures and the feeling of each material a lot more.
  5. Yes, I know, but I didn't get around to that yet. But I will. I'm just getting started and up to speed.
  6. My solution for the odd position and angle required for the first person model to work and then for the world view to have the right scaling is this: For the neutral position, I created a null object with all the transform data in 0 as you can see on the right hand side panel, and "childed" all my exportables to that null object. Then, for the first person view, I created another null object, which has all the transformation data for the first person model to look correct in game (highlighted object on the screenshot). It's rotated and translated to get the exact position I want. Whenever I'm going to export the model for the first person view, I select my parent and then match all the transforms of the first person null object. This is how it looks after my parent object matches the transform data of the first person null object: For the world view I use the same method, but as you can see, instead of rotating oddly and moving the object around, it simply moves is up a little and scales it down by a 0.75 factor. Which makes the gun look the correct size and position in the game from a third person perspective. No more oversized guns in world view. This is how it looks when I matched all transforms of the world view null object: For the world view I only select the gun objects and the tags, so the exporter will ignore the hands. This is the solution I created using Softimage, but I'm sure the same thing can be done with Maya, 3dsmax or Blender.
  7. I submitted yet another update for the E-11 rifle. I guess this one will be the stable version for a good while.

    1. Langerd

      Langerd

      Amazing work!!! I would recommend to change the scope. Maybe add a texture with einvorment. That would be better ;) this is only one thing that bothers me with this masterpiece!

       

    2. Corto

      Corto

      Yeah. I'm I can accomplish the right effect with shaders. Unfortunately the documentation available is really poor at best and there's no way to preview your changes in real-time. I'll manage though.

  8. I'm starting to feel like a reached a point where I have to move on to the next model and leave this one to rest for a time. Here's a new progress update. I'm submitting this version for now.
  9. I'm currently learning sculpting with Zbrush. But I can also use sub-d in Softimage itself and create extremely detailed hard surface meshes like you say. I guess I need to adapt to current techniques. For my next gun, I'll start with high poly and do what you propose.
  10. Very, very nice. What are you using to generate terrain? As far as I have been looking around, terrain in GTK radiant is a pain in the neck.
  11. Don't even mention it. Those gloves are just a placeholder and need to go. I really need to get rid of those arms and model the sleeves of Kyle's jacket and turn those gloves into Kyle's merc gloves. That's the problem with raising the bar with something. Everything else needs to follow or they stand out in a bad way.
  12. I'm not there yet. There are several details I need to add to the texture and then there's the matter of optimizing the world model (which will require that I make more changes to the texture in order to fake some geometry detail into it). Thanks to everyone, specially to Ashura for pushing me not to slack and have it done properly.
  13. Ok, I think I'm finally getting there...
  14. Quoting John Miles "Modding was my first love...". I started modifying the Vampire Redemption game, using Milkshape and Maya 3.0. It was clumsy at best, but it worked. I was able to modify Christoph Romuald and turn him into The Kurgan from Highlander. Shortly after, Jedi Outcast came out and it changed the game for me. Not many in here may know me from the Lucasforums era, but that's where I started. My first contribution was a Jango Fett model that had everyone asking for more, but instead of doing a lot of models, I dedicated most of my time to figure out how to export new animations and compile a .gla file. At the time, everyone said it was impossible under the circumstances, but I proved them wrong and started a new era with custom animations for the game. Soon after that, Dave Turner contacted me to be part of the Dark Forces mod and the rest is history. Now I feel like it is time to come back to my first love.
  15. I know the vainilla Jedi Outcast/Academy has a limit of a thousand vertices per surface for .md3 models, I think it´s much higher for .glm models. Which forces me to split .md3 models in several pieces in order to remain inside those limits while pushing the polycount. Now, is that limit higher in OpenJK? What are the current contraints for content creation? Is there a document that consolidates all this data? Thanks!
  16. I think the pulse cannon would make a good replacement for the sniper rifle. I would replace the DEMP 2 with the CA-87 Jawa shotgun and have it shot ion rounds.
  17. If I make the disruptor, I'll make the SWBF one. As for the flechette, I may dissapoint you. I don't know.
  18. Following Ashura's comments, I have decided to scratch the base layer and do myself the edge wear. I'm going for a much subtle and controlled approach. I'm manually painting lines where I want the wear to be and then controlling the amount using blending effects. It's looking much better so far.
  19. If by clean you mean pristine, without marks and scratches, then yes I can do it. I would only have to replace one layer.
  20. Hahaha, you noticed the venting holes, damn. By the time I finished duplicating and positioning, I didn't feel like fixing the lighting right there. But I will. I'll decrease the wear further, but I still want the gun to look battered and overused. I plan to use it on a mod and the battle weary gun tells a story. The specular light is still missing from the texture because I didn't do it yet. I'll probably delay the next update until I have everything sorted out.
  21. Which tutorials do you mean? I wouldn't go as far as call myself a PBR artist yet, since I've only used Substance Painter to create a weathered down and scratched paint surface, which then I had to fix a lot because the procedurally generated wear and tear wasn't too accurate. The rest of the texture was made by me entirely in Photoshop for the exception of the diamond plastic pattern on the grip and the metal base texture. The rest of it was modeled from the start before Circa told me about your model. Have I known beforehand, I think I would've modeled a another gun instead of yet another E11, because yours looks great.
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