Enjoi9187 Posted August 1, 2002 Share Posted August 1, 2002 http://www.theforce.net/scifi3d/starwars/characters.htm now all these models you can downlaod and putin 3ds max, so since these were made in max (like all the other models here) could someone convert these to use in jk2? not all of the but like the x-wing pilot, and the tusken raider, the reason i ask is becuase look at the jar jar binks model, it looks EXACTLY like the one playable in jk2. (most noticably the feet) so is that possible? Link to comment Share on other sites More sharing options...
Darth Vigrid Posted August 1, 2002 Share Posted August 1, 2002 Those model's polycount is probably much to large for JK2. Link to comment Share on other sites More sharing options...
Enjoi9187 Posted August 1, 2002 Author Share Posted August 1, 2002 awww... man, maybe some of them right? some cant have too high a polycount judging by filesize (i dont knwo if this matters, i have no idea about this stuff) or btw http://www.theforce.net/scifi3d/starwars/podracers.html could you make these prefabs and put them in a podracing level? they dont look too high Link to comment Share on other sites More sharing options...
Darth Vigrid Posted August 1, 2002 Share Posted August 1, 2002 sorry, but those look like high poly models also. Perhaps you could edit them. Link to comment Share on other sites More sharing options...
dreddsnott Posted August 1, 2002 Share Posted August 1, 2002 These models were designed to have as high of a polygon count as possible given the source. They probably have about the same detail, or maybe less than the 3D models used by ILM in the SW movies. Models for games need to be heavily optimized to fit in under 1,000-2,000 polygons for rendering several of them 50 or 60 times per second. It probably took hours to render a single frame of those pod racers in 3DS Max. Link to comment Share on other sites More sharing options...
Enjoi9187 Posted August 1, 2002 Author Share Posted August 1, 2002 lol i wouldnt even know where to start. i dont even own 3ds max. Link to comment Share on other sites More sharing options...
Enjoi9187 Posted August 1, 2002 Author Share Posted August 1, 2002 btw you shold be able to use some, because i am convinced that jar jar there id the on e made into a model Link to comment Share on other sites More sharing options...
Psyk0Sith Posted August 1, 2002 Share Posted August 1, 2002 These models could be very helpful, you can use these as a reference instead of 2d images. Then you adjust the new mesh so it fits the JK2 skeleton. Link to comment Share on other sites More sharing options...
dreddsnott Posted August 1, 2002 Share Posted August 1, 2002 That's a great idea, Psyk0Sith. I hadn't thought of that, at all. Of course, it's still not a shortcut to a "free" model. That Jar Jar mesh is very different from the one in the game, anyways. The feet are the same because, guess what, they're both models of Jar Jar Binks! Sorry. Link to comment Share on other sites More sharing options...
Matariel Posted August 2, 2002 Share Posted August 2, 2002 well, you can reduce the number of polys in MAX through a number of methods, so i cant see why you couldnt convert these to jk2 so long as you get permission from the maker first Link to comment Share on other sites More sharing options...
Darth-Nasty Posted August 2, 2002 Share Posted August 2, 2002 Originally posted by Enjoi9187 btw you shold be able to use some, because i am convinced that jar jar there id the on e made into a model i hope you arent suggesting that major clod's jarjar came from that site he is highly respected modeler round here and you are sugesting that he stole a model and claimed it was his own if i were you i'd think twice before making comments like that Link to comment Share on other sites More sharing options...
Major Clod Posted August 2, 2002 Share Posted August 2, 2002 High poly models are virtually impossible to optimise down to a suitable polycount for a game. No matter what optimising tools you use, a model will not look too great if it has had its polycount cut by 90%. Besides, high details models like those use techinques such as bump and specular mapping, which we are unable to use in the JK2 game engine, so the textures would have to be completely redone with those details put in. It would be much easier to start a model from scratch The Jar Jar model on that site is completely different to my own. Take a look at the mesh, skin maps, you can easily see the difference. Link to comment Share on other sites More sharing options...
PhantomHelix Posted August 2, 2002 Share Posted August 2, 2002 that sucks that you can use those. they would look really sweet in game if that was possible. Damn! I want those to be in game! Link to comment Share on other sites More sharing options...
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