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Triumvirate Lords Of The Third Dimension


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Posted

Hey, how would you guys like it if I invited some more members, mainly to share modeling tips and info. I think we could find out a lot more about modeling if we had a few more members.

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Posted

@DI:TBH, I thought you were a pretty good modeler. But you do know a lot about module editing, and you definitely can help us out there.

 

@Glovemaster: Horray for scripting/modeling! I've only been able to write one script in my whole modding career, it was to give the PC two items.

Posted

(Sees DI with unthinkable Force Powers) Ah...umm... It was all his idea(Pointing finger at Quanon)!

 

Anyway, I've been working on Revan a lot more. Still 10,000 frames to go, but I'm getting there...

Posted

It does take more patience than skill. I've been working on this for over a month, and I'm getting seemingly nowhere. Until I completely finish all the frames, transitions from one animation to another won't work correctly, so I really can't tell much in-game.

 

Once I get done, though, I am in need of a tester/critic to tell me where the animations suck, and if there are any clipping issues, .etc...

Posted

Now you know why no modders in the Jedi Academy community ever consider making new custom skeletons for custom models. Animating 21000 frames sucks. :)

Posted

And I'm just doing two appendages... In TSL it's even worse, 24,000 frames... But, I might can re-weigh/skin the cape so it uses the default supermodels, and that would be a lot easier.

Posted

It's really coming along pretty well. I've done ~8,000 frames out of 18,000, and I haven't been working on it too much, but I'm trying to work on it more so I can get it up by the end of July.

Posted

I got the animtated ships to work now, w/o the placeable. I had used the Renamer function in MDLOps, so I tried hex editing it, and it works! Anyway, big plus there.

 

Edit: Well, I say that... I'm going to have to do more testing.

Posted

Oh, I thought I might as well share this. Remember that annoing little problem, the one where the cameras go through the walls? Well, I've been testing and researching, and such... but anyway, I've discovered a few things. The first thing that I've discovered is that the walkmesh has nothing to do with the cameras. It's the model. I created a walkmesh for the Sleheyron arena, and the cameras slide on the walls just fine. So, my walkmesh had nothing to do with it. In addition, I found that under the user-defined field, all of the peices say 'node type=trimesh.' I put this under one of my objects in a test area, and it still didn't work. I think that we just need to modify the NWMax export script, OR enter it manually into every single trimesh we have. I haven't figured out exact code, and I'm not even sure that MDLOps can even write the ASCII code for it (well, sure it can, it's in the model, stupid me), but anyway, I'm going to do some checking with Magnus and JDNoa and see if they know anything or would like to look into this. Sorry for that long rant, I just want to get this fixed.

Posted

Well at least we are getting closer, I would say that aside from lighting and shadows, that is a pretty high priority fix :). Hopefully they can shed some light on the situation.

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