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-   -   The man with the Machine gun (http://forums.filefront.com/sw-jk3-modding-mapping-editing/328519-man-machine-gun.html)

Gir_teh_Almighteh October 9th, 2007 05:02 AM

no idea how to help, it's not something i've ever tried with jka, sorry xD

this post is really just for anyone who's interested in the progression from low-high poly, and blocking out forms etc.

Spoiler:
[/img]http://img409.imageshack.us/img409/6856/bodyshotkn8.jpg[/img]

Ailin October 9th, 2007 08:08 AM

u added [/img] x2 times but still it looks awsome

Manganiac October 15th, 2007 07:28 AM

Coming back to this thread cuz the old one about tags has nothing more to add, by that I mean, tags are working now.
Actually, I've been right all along ;)
JKA both gives support to vehicle tags at the same time it prevents non-humanoid models from doing, eh, humanoid stuff, how do I know that? took a look at the code ;)

http://img87.imageshack.us/img87/604...tbadassct9.jpg

Hoth's hot breath too ;) (wich confirms that all tags are working)
plus he's staring the player in the correct angle now xD (was having problems with that too)
http://img528.imageshack.us/img528/9...badass2xw2.jpg

NOW I can animate Big B. without wondering if it's gonna work, cuz itwill ;) (yep, my ego is pretty high right now)

Ailin October 15th, 2007 08:04 AM

me want bahemuth looks awsome and lol at tiny saber heh
and me want namekian model pack looks awsome

u sir did a great job

Manganiac October 15th, 2007 08:33 AM

Quote:

Originally Posted by LordNosferatuAlucard (Post 3980274)
me want bahemuth looks awsome and lol at tiny saber heh
and me want namekian model pack looks awsome

u sir did a great job

thanks, eh the tiny saber is just to make sure the tags of the model work, by the time I do 50% of the animations I'll work on a claw-ish-strike-looking saber, otherwise I would have to use the weapon WP_MELEE (wich has no effects neither timing, neither does it work it's area damage like a lightsaber would, it's more like an area of dmg created in front of the model/player/npc)

Ailin October 15th, 2007 08:39 AM

okay good luck :p

Mad Cat MkII October 15th, 2007 12:51 PM

if you pull this off it will be quite an impressive fret as no one has ever added a new skeleton quite this before with all 24000+ frames of animation

Manganiac October 15th, 2007 01:05 PM

Quote:

Originally Posted by madcatmach2 (Post 3980782)
if you pull this off it will be quite an impressive fret as no one has ever added a new skeleton quite this before with all 24000+ frames of animation

there's not a chance I'll pull more than 2000 frames, that's just a ridiculous amount of work...
besides, it's not really necessary, JK has that much cuz everything is framed, for instance, there's a forward attack, but if after a forward attack you do another, there's a extra animation betwen these two, to give it the continuous feeling, there's an extra animation that interpolates a left swing into a right swing, into a front, etc... picture that for every direction you attack, there's an extra animation for each in-betwen move to all other directions, multiply it by the diferent styles, all sets of animations a certain general number of frames and you have a really huge amount of animations. for instance, Wampa has ~800 frames, rancor has ~3000
I'll see what I'll pull out of this, from now on it's just bonus ;)

LightNinja October 15th, 2007 02:35 PM

Good stuff, I'm pretty interested in how you got the tags working though I've never looked if the tags of my animated models worked properly. The saber tag working makes me wanna do a cavern troll :p..

Good job ;)

Noble_Kraven October 15th, 2007 06:33 PM

wow, looking' good


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