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Messages - Sh4rpSh00t3r

#16
Modeling /
March 09, 2008, 07:06:40 PM
oh and make sure you reverse the normals of your model before exporting!
#17
Modeling /
March 09, 2008, 04:27:14 PM
just make sure you convert your file to .ase
#18
Matinee/Animation /
March 09, 2008, 04:26:45 PM
Morph... i told you already we are THE FIRST EVER to try this, you told me you could make each of the w/e animation classes that need to be imported, if you can get me those it will be pretty easy to import, its just the problem of replacing the old animations.
#19
Matinee/Animation /
March 09, 2008, 04:25:18 PM
its already in my first post nub...  :P
#20
Matinee/Animation /
March 08, 2008, 07:59:00 AM
We are using a program called Maya for both our models and animations.
#21
Matinee/Animation /
March 05, 2008, 01:05:40 PM
in theory it will work though, you see, other projects such as coop was not intended for the game, but, if we replace animations to other guns it would be like replacing skins and such, it should work fine. The only problem would be if we had a high poly mesh, this could have the potential of crashing a server and that is why we chose to test it with a low res model.
#22
Matinee/Animation /
March 03, 2008, 06:38:50 PM
well if we do make a lightsaber it will be easy to make a slash for the left mouse button and stab for the melee, though we may try to find a way to make the nade button throw the saber, like in the Jedi Knight series.
#23
Maps in Progress /
February 29, 2008, 06:49:02 PM
well i'm doing the lighting atm.  :P
#24
Matinee/Animation /
February 29, 2008, 06:48:30 PM
modeling yes, but it will be a first for animation importing and if all goes well we will be able to use it, we are also working on a lightsaber, the model is done just need to work on the animations. This may take awhile though since we need to animate all the "bone movements" and animating the arms will be a big deal but Morph says it should be possible and with what he has it can be done.
#25
Maps in Progress /
February 29, 2008, 01:04:49 PM
i've played it and its about the size of kachirho minus one of the bases and smushed upwards if that makes sense ^^
#26
Matinee/Animation / Test model + animations
February 26, 2008, 12:55:35 PM
Morph and I have been working on a mod for the MotRHQ map and so i figured i'd share it will you guys the model is a low res version of the 2142 Voss (made by Morph). He is also working on a high res. The animations were made as a test and arms will be included on the final. The animations and such will more than likely replace the blaster and repeater in the MotRHQ mod.

Low Res Model w/o texture:



Animations Test w/o Arms:
http://www.youtube.com/watch?v=zHp9lol0vNE
#27
Modeling /
February 26, 2008, 12:48:41 PM
ZOMG DOOFI FTW
#28
Modeling / .ASE Holes...
February 25, 2008, 12:52:30 PM
Well a friend of mine made a few models for the MotRHQ map in maya and after converting them to .ase we imported them into the editor to see how they would look, well, turns out it textures the inside of the model instead of the outside, much like adding and subtracting boxes and so, since its like subtracting a box, i can see through the side i'm on and see the texture (on the inside) on the far side of the model. Basically... how can i get it/what settings should i use to add the texture plane to the outside?
#29
General /
February 22, 2008, 02:03:13 PM
this you can make a mod that does all those things but you won't be able to play mp with people who don't have it.
#30
Texturing /
February 20, 2008, 02:29:20 PM
you don't need to bump... it still shows up as a new post if people havn't read it yet which is probably why no one has responded and your topic is the only being posted in right now so its on top so no bump is needed and the reason why people haven't been on is because they don't constantly visit these forums, like i said this is a small community and your just going to have to be patient.