monsoontide Posted October 5, 2003 Share Posted October 5, 2003 Images have been updated and are now on page 2 & 3! Link to comment Share on other sites More sharing options...
Pnut_Man Posted October 5, 2003 Share Posted October 5, 2003 I really like what i'm seeing here Link to comment Share on other sites More sharing options...
El Sitherino Posted October 5, 2003 Share Posted October 5, 2003 sweet! I love that dewback. Link to comment Share on other sites More sharing options...
mariners2001 Posted October 5, 2003 Share Posted October 5, 2003 ooooooo.....this is what jka is gonna be all about....we just need some massive maps Link to comment Share on other sites More sharing options...
DarkLord60 Posted October 5, 2003 Share Posted October 5, 2003 You are a modeling god! Link to comment Share on other sites More sharing options...
king yoda Posted October 5, 2003 Share Posted October 5, 2003 the stap bike looks cool. Link to comment Share on other sites More sharing options...
CortoCG Posted October 7, 2003 Share Posted October 7, 2003 Nice work monsoon. You know what you are doing, I can tell =). Keep up!. Link to comment Share on other sites More sharing options...
monsoontide Posted October 7, 2003 Author Share Posted October 7, 2003 Here's the in progress Sith Speeder & an partially textured Scout Trooper Monsoontide Link to comment Share on other sites More sharing options...
CortoCG Posted October 7, 2003 Share Posted October 7, 2003 Wow, now that scout impresses me. Nice fine job in there. Link to comment Share on other sites More sharing options...
king yoda Posted October 7, 2003 Share Posted October 7, 2003 i agree. it´s amazing. Link to comment Share on other sites More sharing options...
GothiX Posted October 7, 2003 Share Posted October 7, 2003 Spiffy.. Link to comment Share on other sites More sharing options...
MuRaSaMuNe Posted October 7, 2003 Share Posted October 7, 2003 Nice! I wonder if you can make a vehicle (like the transport in Ep2) in which you can have passengers with you, and some who can shoot the lasers? The bantha is my fav Link to comment Share on other sites More sharing options...
monsoontide Posted October 7, 2003 Author Share Posted October 7, 2003 I was looking through the .veh file and there is a line for number of passengers - all are set to 1 currently and I'm not sure how to add the extra rider TAGS. So I believe it's possible - just yet to be done! Monsoontide Link to comment Share on other sites More sharing options...
t3rr0r Posted October 7, 2003 Share Posted October 7, 2003 Originally posted by monsoontide I was looking through the .veh file and there is a line for number of passengers - all are set to 1 currently and I'm not sure how to add the extra rider TAGS. that would allow for some cool vehicles then... like luke's landspeeder. Link to comment Share on other sites More sharing options...
Emon Posted October 8, 2003 Share Posted October 8, 2003 tag_passenger*? * = number. Link to comment Share on other sites More sharing options...
DarkLord60 Posted October 8, 2003 Share Posted October 8, 2003 That is amazing wow I like your work better than LEC's Link to comment Share on other sites More sharing options...
monsoontide Posted October 8, 2003 Author Share Posted October 8, 2003 EMON - I'm guessing that's pretty close! I managed to get one of the models from Lightwave into a MD3 thismorning, so once all the textures are done and I've fine-tuned everything on that one model, I'll have a go at making it into a vehicle! Once I get the process worked out - all the others should be fairly easy (Except the animals - since I'll need to work out how to animate them - I hope I don't need to do anything with XSi or 3DSmax!) As for the scout trooper - I need help with the "bone weighting" & tags etc and just getting him from a model into the game. If anyone can provide assistance, that would be really cool. (I also modeled his blaster - either to go on the model or perhaps someone can point me in the direction of a gun-making tutorial for JK - Thanks ) Monsoontide BTW - I'll be releasing these vehicles individually for everyone to use, although I have some plans to use some in a couple of my maps. Hey! Flying the lambda shuttle in JK:JA is cool! Too bad the control method for space-ships really suck - Hmmm, I wonder if they can be adjusted! Link to comment Share on other sites More sharing options...
sights0d Posted October 8, 2003 Share Posted October 8, 2003 Holy Crap! I thought the pic of the Dewback was from a movie until I looked closer! I don't know if I'll be able to get that to run on my computer! It's freaking BEAUTIFUL!!! Link to comment Share on other sites More sharing options...
Duncan_10158 Posted October 8, 2003 Share Posted October 8, 2003 monsoontide, i have seen you thread just now. i am working on a STAP and a speeder bike too, but i dont want to be a competition for you nor the other way around, so way not working togehter? one thing we should discuss, thats the naming of the models, so people can get both of our model without getting trouble. i named them >stap< and >speeder_bike<, the folders and those things you know. we both could give it a second addition so its clearer which model is which. what names do you use? Your Dewback is realy great, but for animated models you need to use the XSI way. it doesnt work with milkshape and modelview, because you have to create a .gla animation file for it. but if you want we could work together on that. i already made new animation, its my droideka model and it will work the same way like your Dewback will. i am still working on that to figure out some more possibileties. i could also help you with the scout trooper weighting, but i think there is already a scouttrooper released for JO, but i am not sure. so what you think, better work together then against each other? Link to comment Share on other sites More sharing options...
monsoontide Posted October 8, 2003 Author Share Posted October 8, 2003 Duncan_10158 - I've only just started actually naming the files mine all have the prefix - JA - eg. JA_Stap so no real problem there - people can pick and choose - I think it's always good to have variety, so a little bit of competition there is fine. - Do you have any pix of your work? I would however really appreciate any help animating the Dewback & Acklay as I don't have XSi. Also help with the scout trooper would be great - You're right, there was an untextured Beta version of a scout trooper released for JO, but since it's never been finished, I wanted to do my own for the speeder bike. Monsoontide Link to comment Share on other sites More sharing options...
Duncan_10158 Posted October 8, 2003 Share Posted October 8, 2003 great, lets work together. here is the thread on my models: http://www.lucasforums.com/showthread.php?s=&threadid=114003 about the file names, i have a suggestion, lets both add a suffix, my model would be named >stap_dun< and yours >stap_mon<? if the only difference is you got a JA prefix, people will get confused. they think my model must be for JO then, or some even more confusing i also saw your tag and skin problem. i dont know exaxtly about the skins, it could be something wrong in your model_default.skin file, your texture has a wrong size proportion (128x128, 256x256, 512x512 or 1024x1024) or an incorrect path name or file name. i add the tag right in the modeling program as small triangles and export it with the model. but dont know that for milkshake. it would be also cool if we compare our .veh files. surely it would be fun if our vehicles are different in driving, but one shouldnt be two times faster, you know. that makes people download both of our models Link to comment Share on other sites More sharing options...
monsoontide Posted October 8, 2003 Author Share Posted October 8, 2003 Glad you've managed to get your models in-game. Are you using 3DS or GMAX? What did you call your tags? just *driver or tag_*driver? I don't think people will get confused though, since vehicles are only in Jedi Academy. But your plan is sound, so I have no objections. Ya know - can I send my stap.glm your way and see if you can get it to work? Monsoontide Link to comment Share on other sites More sharing options...
Duncan_10158 Posted October 9, 2003 Share Posted October 9, 2003 I use 3ds max for modeling, this way i can make new animations too. all the tag are named bolt_something, for ex. bolt_driver. there is no >*< in the word. the center is the gravitational center, you know. the middle of the triangle shows what have to be there. i am very happy about your agree to a naming convention, that will make our work much less confusing, thanks. if you want you can sent me your .glm file, posibly an exported 3ds version. if you like i can sent you my model in exchange. you can take look at them in game and you can see my solution to the driver problem. take also a look in my thread, i answerd your question there too. Link to comment Share on other sites More sharing options...
monsoontide Posted October 9, 2003 Author Share Posted October 9, 2003 A-ha! That me be the problem. I was working of an example in another thread that stated that the tags should be *rider. I checked the swoop.glm and it imported with *driver, so I used: *driver *muzzle1 *muzzle2 *exhaust1 *exhaust2 I expect quake doesn't like the * glyph. so then I take it your syntax is: bolt_driver bolt_muzzle1 bolt_muzzle2 bolt_exhaust1 bolt_exhaust2 Sorry to spread these replies over two threads! Perhaps we should condense them into a combined thread? Anyways, will try that when I get home and if it doesn't change anything, will send you the model as per my other reply Monsoontide Link to comment Share on other sites More sharing options...
Zappa_0 Posted October 9, 2003 Share Posted October 9, 2003 Hey those look great, you have anything else in mind of making later on? Also when do you think you will release those? I cant wait to see them in game, their gonna rock. Link to comment Share on other sites More sharing options...
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