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New Character Model Format Please read


keshire

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Posted

The OJP is currently placing in some code to make non-active weapons show.

 

To do this we're adding in new tags to the models.

 

bolt_holster_saber

saber2

blaster

launcher, and staff

 

If you want your models to incorporate this new feature your going to want to add these tags in.

 

This is an example of what I mean.

 

20042274336783273048947.jpg

 

It should be pretty obvious where I put the tags and how there orientated but if there's any doubt I'll put submitting an xsi with the new tags already placed to the OJP repository.

 

Also as this is the request forum, is there anyone willing to re-rig some of the standard JKA models? I can't do it all myself.

Posted

I'm guessing this is why you haven't released your twilike :p

 

This is pretty cool. what about the sword mods? would the swords attach vertical like that or would they be somewhat tilted? >_> just curious.

 

If I had a program that could weight the JA skeleton I'd help but, alas I don't :(

Posted

Yeah, it's a cool idea keshire. I wonder if we couldn't just make offsets from existing bones, so that all models are immediately compatible?

Posted
Yeah, it's a cool idea keshire. I wonder if we couldn't just make offsets from existing bones, so that all models are immediately compatible?

 

You've got me at a loss, Azymn. I recall some one mentioning that you can open up an edit glm files as ASCII. But lord knows I don't know how to do it.

 

Or do you mean code-wise?

Posted

Hmm... does this work in multiplayer, single player, or both? It'd be nice if Imperial Officers could holster their pistol in single player. (HapSlash's Imperial Officer model will have a holster!)

Posted

Code-wise it looks like model compatibility is out.

 

But hey, hopefully we can get model makers out there to help.

 

20042283186642812816056.jpg

 

Oh, and we're in-game now. RazorAce had the easy part.

Posted
Originally posted by keshire

Code-wise it looks like model compatibility is out.

I was speaking about doing it through the code, i'll have to check and see if there's someway to do it after i get my main stuff done.

Posted

MMM, next model...Perfectly weighted. Luckily I learned some tricks from an old artist friend who got me into Multimedia. The fingers aren't done and I may need to tweak the tags. But here are the pics.

 

2004362434637095088394.jpg

2004362481415208214562.jpg

2004362715864277987441.jpg

Posted

2004393478342260865377.jpg

 

I have the Max4.2 file, xsi, and model zipped up for any that want it to help with their own models.

 

I also gave it too Razor Ace to up to the OJP repository.

 

Uses: bolt_holster

saber

saber2

staff

blaster

blaster2 (for dual blaster mods)

launcher

Golan (because its so big and would clip if attached to the launcher tag)

Posted
Originally posted by Azymn

I was speaking about doing it through the code, i'll have to check and see if there's someway to do it after i get my main stuff done.

 

It's very doable. All you'd have to do it create some ref entities for the weapons, grap some of the bone bolts and then offset them mathmatically on a per frame basis.

 

The only reason why I don't do it myself is because I'm tired of working on it. Visual effects coding isn't my cup of tea.

 

If you do do it, please submit the code to OJP so that we can all use it.

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