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Duncan_10158
10-05-2003, 02:19 PM
Just finished the models and skins for these two vehicles and now i need to figure out how to set the speed, acceleration, turning rate and all this fiting to the vehicles.

>speeder bike
>STAP

it would be nice if some of you would help me to find the right balance and discuss it. all this attributes are in the ext_data/vehicles .veh file. this file is simply editable with WordPad and the is mostly selfexplaining.

everyone willing to help and test it post here or sent me a mail.


Update:
for pics look some posts below.

UpUpdate:
the models are out, here are the links

http://io.meskinaw.net/data/stap_dun04.zip
http://io.meskinaw.net/data/speeder_bike_dun03.zip

for questions you can contact me here
http://io.meskinaw.net

king yoda
10-05-2003, 03:44 PM
canīt wait for those pics.

The Cheat
10-05-2003, 04:04 PM
sweet, will the STAP be able to fire?

CraZy_B
10-05-2003, 06:20 PM
Nice to see you around Duncan! Good luck. I would love to beta test them BTW. Willyou release that sweet droideka as well?

Duncan_10158
10-05-2003, 08:10 PM
Thanks CraZy_B, sure i am still working on my droideka. i made these two vehicles to learn how to finaly bring my droideka in game. it realy looks like it will work perfectly. i still have to make some more animations and find out how to toggle rolling, energy shield and such things.

The Cheat, i hope the STAP will fire, at least it did when i used it the last time :)

Strider74205
10-05-2003, 10:42 PM
i would love to help test these for you, strider74205@yahoo.com

Hellfire Jedi
10-05-2003, 10:52 PM
Dunc, if alright wiht oyu, can we go like the old times? I beta your work?

The Cheat
10-05-2003, 11:06 PM
i would love to see some screens of these vehicles

Strider74205
10-06-2003, 02:43 AM
as you requested duncan, here are some pics

http://www.boomspeed.com/desertfox45/bike.JPG
http://www.boomspeed.com/desertfox45/bike2.JPG

the speeder bike is really good, except for a few small details, the rear end of the bike is kinda too long, it seems out of proportion from the rest of the bike. Also i assume these are temp skins and they are very good for that but the bike shouldbe mostly brown not green. Other than that only the pedals should stick out below the bike back more towards the rider, but since i don't know whether or not you can change the way the rider sits it may not be practical to move them back that far. Great model though!

http://www.boomspeed.com/desertfox45/stap.JPG
http://www.boomspeed.com/desertfox45/stap2.JPG

The stap model is almost prefect except that i think it should be a bit taller so the rider won't be so hunched over, but again i don't know whether you can change his posture or not. lol

I'm going to try and fiddle with the .veh files tomorrow.

Great job with these, hopefully this will encourage more people to make vehicle models!!!

Duncan_10158
10-06-2003, 08:13 AM
thanks Strider for posting the pics.

both skins are made very simple, just for a better view in this test. i dont think they are final, specialy the speeeder bike could need lot more detail. if someone wants to make a skin for it, let me know.

the back part of the speeder bike is realy a bit long. on the other side it gives it a view of more rear center of the vehicle. but i will take a look back on some reference pics and on the model.
what do the other testers think of the long back part?

yeah, it isnt posible to change the riders posture. there are only two basic posture, one is this (btw both the same) and the other is for the tauntaun, so for an animal. on the speeder bike i made other paddels to fit the drivers feet.
the same problem is with the STAP size, if i make it taller, the rider sits to deep or i have position the paddels much to high.

The Cheat
10-06-2003, 09:00 AM
sweet looking vehicles, i cant wait for these things to be released

Strider74205
10-06-2003, 01:21 PM
well since we can't change the posture all my concerns about that can be stricken from the record. :D

CraZy_B
10-06-2003, 04:46 PM
As I said I would like to beta test them. If youre interested please send them here Duncan e-mail (bgiran@freemail.hu)

Duncan_10158
10-06-2003, 05:13 PM
CraZy_B, i am uploading the models to your mail right now.
so you should have it now, when you read it :)

BTW, i made a shift to the droideka model, i am learning the .veh file to know now. there are a lot of vehicles and models possible.

jrob309
10-06-2003, 06:05 PM
i would also like to test your model. my email is [email]jrob309@bellsouth.net

king yoda
10-06-2003, 06:24 PM
amazing. no more can i say.

Hellfire Jedi
10-06-2003, 06:38 PM
No pictures here guys, sorry. :(
But, these are excellent, my only crit to you Duncan is, make the backup on the speeder_bike a bit faster, it goes REALLY slow now.
Keep up the great work Duncan!

El Sitherino
10-06-2003, 09:25 PM
well duncan, I fixed up the steering so it's damn good right now. I can work on the back up speed if you wish.

DarkLord60
10-06-2003, 10:06 PM
Those Look really good.

El Sitherino
10-06-2003, 10:40 PM
Well I think they are pretty damn good as they are, but fix up the speeder bike to be brown and then put some shaders on the STAP and Speeder bike so that they have a realistic look. The STAP should be very shiny reflective like and the speeder a very rusty flat like metalic shader. ( hope that makes sense :\ )
http://www.boomspeed.com/insanesith/shot0363.jpg
http://www.boomspeed.com/insanesith/shot0328.jpg
http://www.boomspeed.com/insanesith/rancor.jpg
I kept crashing into the rancor and it kept grabbing me XD

Duncan_10158
10-06-2003, 10:43 PM
Hellfire, you wrote the speeder bike is to slow?
the speedMax for the models are right now:

STAP 1000
speeder_bike 1300
jkr swoops 1300 (the one modified by chrono)

what speed should they have? i made the speeder less sliding so he is better to drive. this and the speed shouldnt make it overweighted, it needs some kind of balance.

InsaneSith, you fixed the steering, what vehicle, how did you set it? could you post the changes you made here?

we have to discuss if all vehicles should have the same setting or if they should be different. the on a bit faster but less maneuverable and more sliding, or a faster or longer turbo. we could also mod the swoops so they match the new vehicles.

one point more, what about the weapons? all the same weapons, firing speed, weapon energy and recharge? what do you think?

thanks

El Sitherino
10-06-2003, 10:48 PM
stap
{
name stap
type VH_SPEEDER
numHands 2
lookYaw 45
lookPitch 20
length 32
width 32
height 128
centerOfGravity "-0.222 0 0"
speedMax 1000
speedMin -200
turboSpeed 1800
turboDuration 4000
turboRecharge 8000
acceleration 30
decelIdle 10
strafePerc 0.5
bankingSpeed 0.5
rollLimit 45
pitchLimit 80
braking 10
mouseYaw 0.05
turningSpeed 6
turnWhenStopped 10
traction 12
friction 1.5
maxSlope 0.65
mass 200
armor 2000
toughness 80.0
malfunctionArmorLevel 2000
model stap
radarIcon "gfx/menus/radar/swoop"

riderAnim BOTH_VS_IDLE
soundOn "sound/vehicles/swoop/on.mp3"
soundLoop "sound/vehicles/swoop/loop.wav"
exhaustFX "ships/burner"
impactFX "ships/scrape_sparks"
turboFX "ships/jet"
turboStartFX "ships/swoop_turbo_start"
flammable 1
explosionRadius 200
explosionDamage 500
explodeFX "ships/swoop_explosion"
explosionDelay 4500
wakeFX "ships/vehicle_wake"
gravity 800
waterProof 1
bouyancy 1
hoverHeight 30
hoverStrength 35

cameraOverride 1
cameraRange 125
cameraVertOffset 0
cameraPitchOffset 0
cameraFOV 100
cameraAlpha 0

weap1 swoop_laser

weap1Delay 100

weap1AmmoMax 2000
weap1AmmoRechargeMS 200

weapMuzzle1 swoop_laser
weapMuzzle2 swoop_laser
}

speeder_bike
{
name speeder_bike
type VH_SPEEDER
numHands 2
lookYaw 45
lookPitch 20
length 192
width 32
height 32
centerOfGravity "-0.222 0 0"
speedMax 1300
speedMin -200
turboSpeed 2000
turboDuration 4000
turboRecharge 15000
acceleration 30
decelIdle 10
strafePerc 0.5
bankingSpeed 0.5
rollLimit 45
pitchLimit 80
braking 10
mouseYaw 0.05
turningSpeed 5
turnWhenStopped 10
traction 12
friction 3
maxSlope 0.65
mass 200
armor 2000
toughness 80.0
malfunctionArmorLevel 1000
model speeder_bike
radarIcon "gfx/menus/radar/swoop"

riderAnim BOTH_VS_IDLE
soundOn "sound/vehicles/swoop/on.mp3"
soundLoop "sound/vehicles/swoop/loop.wav"
exhaustFX "ships/burner"
impactFX "ships/scrape_sparks"
turboFX "ships/jet"
turboStartFX "ships/swoop_turbo_start"
flammable 1
explosionRadius 200
explosionDamage 500
explodeFX "ships/swoop_explosion"
explosionDelay 4500
wakeFX "ships/vehicle_wake"
gravity 800
waterProof 1
bouyancy 1
hoverHeight 30
hoverStrength 35

cameraOverride 1
cameraRange 125
cameraVertOffset 0
cameraPitchOffset 0
cameraFOV 100
cameraAlpha 0

weap1 swoop_laser

weap1Delay 100

weap1AmmoMax 2000
weap1AmmoRechargeMS 200

weapMuzzle1 swoop_laser
}

Hellfire Jedi
10-06-2003, 10:55 PM
The SPEEDER_BIKE is fine, but reverse is too slow.

t3rr0r
10-06-2003, 11:11 PM
very impressive looking. any way you could try a version of the stap so it can fly high like in the movies? like maybe a slower version of a star fighter or something.

Duncan_10158
10-06-2003, 11:12 PM
thanks InsaneSith, i was hoping you post only the changed stats and explain whats the effect, but thats fine too. you changed mouseYaw and turnWhenStopped, i gone take a look.

and i lower the speedMin of the speeder_bike to -400, then it should be double fast backwards.


Shaders? shame on me, but i dont know how they work, can someone point me to a good tutorial or help me with it?

El Sitherino
10-06-2003, 11:19 PM
yeah well lucky me you already had most of the stuff set at excellent settings :D. I'm not sure about the shader tuts. Can't wait to see this finished :)

Duncan_10158
10-06-2003, 11:39 PM
InsaneSith, i just tried your settings, but i cant see any difference. what should mouseYaw and turnWhenStopped change?

Hi t3rr0r, nice to see you again. good idea with the flying STAP, i gone have a try if it works. i will set gravity to 0 and see what happens.

Tesla
10-07-2003, 12:04 AM
InsaneSith, how did you get the Anakin Skywalker saber to work with it's textures normal, because i have got it in game, just it's textures are messed up, the same goes for the Dooku saber ??

Sorry to go off topic, nice vehicles BTW can't wait to use them ;)

El Sitherino
10-07-2003, 01:06 AM
Originally posted by Duncan_10158
InsaneSith, i just tried your settings, but i cant see any difference. what should mouseYaw and turnWhenStopped change?

Hi t3rr0r, nice to see you again. good idea with the flying STAP, i gone have a try if it works. i will set gravity to 0 and see what happens. it makes for a much eaiser turn where as you just had it set with a faster turn. oh i also went and rasied the armor. i forgot to mention that, orginally you had it at 800 instead of the normal 2000. :) .

and remember the smallest, least notable changes, are always the most effective ;)

Duncan_10158
10-07-2003, 01:43 AM
ok, i see its not only faster turning, it has also a better tracking, good. about the Armor, in my original i have a armor of 80, not 800. so to set it to 2000 make it 50 times longer to destroy? and what mean malfunctionArmorLevel? you set it form 20 to 2000 too. i think 5 times tougher should be good, isnt it?

i also fixed the bug with the STAP, while turning the driver had a slitly different center of inclination so that his feet were not always in the right place. now its correct :)


and Tesla, i am not one of those >this belongs there, not here<, so every question is welcome. but i have no idea how InsaneSith made that :) so InsaneSith i would like to know that too.

El Sitherino
10-07-2003, 02:04 AM
http://www.boomspeed.com/insanesith/sabers.pk3

:)

mariners2001
10-07-2003, 02:10 AM
ooooo i wanna test!!! send me an e-mail here (robinhawk@yahoo.com)

El Sitherino
10-07-2003, 02:51 AM
Originally posted by mariners2001
ooooo i wanna test!!! send me an e-mail here (robinhawk@yahoo.com) maybe we should use it to blackmail you to release your uber sweet rock fisto :D i'm sorry i'm evil aren't i XD

Tesla
10-07-2003, 03:15 AM
Thanks IS :D

And i cant wait for these new Vehicles, keep up the great work :)

mace_sundancer
10-07-2003, 05:28 AM
speeder bike looks hella cool, STAP looks a tad naff tho, mebbe you should use the tauntaun posture instead, they just look way funny with their butts sticking out so far...

Duncan_10158
10-07-2003, 04:08 PM
so i made a partly new skin for the speeder_bike, brown like requested. added also engine glow shaders. but i have no idea how to make the shader for a metalic or rusty look. if somebody knows about that, could you give me some hint. i havent found no helping tutorial on that, does somebody know one?

one problem when driving a stap, the laser is shoting strait so the chance to hit someone is zero, cause its shoting much to high. if we make the aiming like it is in a ATST, strait horizontaly but you can aim in the vertical a bit. that would make much more sence. i havent found the parameter for that to enable. does somebody know it?

and nearly forgot it, should i sent the new version to you testers again, so we are all on the same again?

El Sitherino
10-07-2003, 07:15 PM
i know the parameter lemme dig it up.

also uhmm how do you make a shader i could make a rust look i just don't know how to make shaders >_<~
ATST_vehicle
{
name ATST_vehicle
type VH_WALKER
numHands 2
hideRider 1
killRiderOnDeath 1
lookYaw 45
lookPitch 45
....
....
....
mouseYaw 0.05
mousePitch 0.01

the pitch is the up and down. so naturally we need to set that. my main concern is people crashing into the ground.


now I'd like to keep it easy to look around and aim but also if it is too easy then it'd make crashing more likely. I'd like it to stay rather easy to do things.... maybe I'll find more while digging through settings. :)

CraZy_B
10-07-2003, 07:17 PM
That's a good idea Duncan. An up-to-date file would be appreciated. I've been tinkling in the .veh files. IMO The center of gravity is good as it is. I agree with the reverse part. (I changed that for the swoop as well some time ago) I don't know how to fix the firing angle. This way lasers are purely for looks.

Duncan_10158
10-07-2003, 10:57 PM
i just sent the newest versions to the testers, you should have it in your mailbox now :) i think its pritty close to release version.

the lookPitch and mousePitch does not affect firing direction, at least not in my changed version. does it work in someones game? and it is also not the sence that you can fly up in the are with a swoop or a bike or crash on the other side. so we need to let that idea fall, what you think?

one more point, what about additional skins? should these two vehicles have more the one skin? and waht skins would look good?

if we dont have any new revolutionary ideas or we strongly disagree to some leatest changes, i think we are ready to release it. (and i will go to my next topic, droideka)

mariners2001
10-07-2003, 11:19 PM
hmm...i never got the e-mail. would you mind sending it again....my e-mail is robinhawk@yahoo.com

thanks a bunch

Originally posted by InsaneSith
maybe we should use it to blackmail you to release your uber sweet rock fisto :D i'm sorry i'm evil aren't i XD

Haha...i forgot about that skin. I wouldn't want to punish you like that....haha

El Sitherino
10-08-2003, 06:46 PM
Originally posted by Duncan_10158
i just sent the newest versions to the testers, you should have it in your mailbox now :) i think its pritty close to release version.

the lookPitch and mousePitch does not affect firing direction, at least not in my changed version. does it work in someones game? and it is also not the sence that you can fly up in the are with a swoop or a bike or crash on the other side. so we need to let that idea fall, what you think?

one more point, what about additional skins? should these two vehicles have more the one skin? and waht skins would look good?

if we dont have any new revolutionary ideas or we strongly disagree to some leatest changes, i think we are ready to release it. (and i will go to my next topic, droideka) it seems that in order for the pitch to work the gun has to be movable like the atst's head. :(

monsoontide
10-08-2003, 08:24 PM
Hi Duncan,

Just adding my ten cents here as well. ;)

As I mentioned in the other thread - I can post you my Stap model to see if you can get it to work properly. I suspect it's probably a part of the export process although my .glm file shows up fine in ModView.

Are you using 3DSmax or Softimage at all?

I think the biggest problem will be to add animations to the player characters so they sit properly on the new vehicles.

Don't forget, you can add those little 'damage indicator' graphics to the HUD (Noticeable on things like the X-Wing)

Monsoontide.

P.S. As an aside - anyone tried spawning the yt-1300! if you do you'll get an invisible falcon (cos there's no yt-1300 vehicle model in the models/players folder) and when you get in it will crash JK:JA!) :eek:

El Sitherino
10-08-2003, 08:30 PM
If you want you can send it to me.
I could take a look at it.

Duncan_10158
10-08-2003, 10:37 PM
Originally posted by InsaneSith
it seems that in order for the pitch to work the gun has to be movable like the atst's head. :(

no its not the movable head or something like that. i tried to change the type VH_WALKER. it worked somehow. now it was possible to aim vertiacly, but the moving changed completly. the stap was bumping up and down the hole time and der driver had a wrong possition. so the aiming has something to do with the vehicle type. thats probably a coding thing.

monsoontide, ok i will have a try to put your model in game. you can sent it me to this email. i am using 3ds max, so sent me your file in 3ds and glm formats. perhaps i need to reexport it.

about the drivers animation, i dont think that is possible. we have to stik to the drivers possitions that are in game. i made my models so, that they fit >under< those sitting drivers. adding new driver animations would need adding it to the _humanoid.gla file and changing some code. thats not possible yet.
and to add those damage indicators, that would need to change the vehicle type. i tried it just once, we still need to learn more about that.

monsoontide
10-08-2003, 11:01 PM
O.K. Duncan, will send it your way this evening after I get home from work.

If you can get it to work, we can go from there
(Since I have at this point 6 vehicles nearly modeled(m) & textured(t):
sith speeder :mauls: 100% m 75% t
stap 100% m 90% t
speeder bike 95% m 75% t
anakins speeder :wan: 30% m
dewback 90% m 70% t
acklay 95% m 85% t).

If we can get this working together, i might do a Reek :jfett: as well!

Will send you:

.md3
.3ds
texture

Anything else you need to make your life easier?
.skin file
.veh file
.npc
etc

As far as the rider positions go, it reminds me of the old speeder bike toy where the scouts legs didn't bend so he wasn't really sitting on it properly.
I think I will keep my models acurate and have the riders look funny ;-)

Monsoontide

Duncan_10158
10-08-2003, 11:33 PM
Originally posted by monsoontide
Anything else you need to make your life easier?
.skin file
.veh file
.npc
etc


sure, if you already wrote them, it would make my life easier :)

and the rider positions, i made quite a bit of changings on to models so the driver better fit in. so its a good alternativ if you keep close the originals alltough you skins look realy realistic compeard to mine :(

NeoMarz1
10-08-2003, 11:39 PM
Hey Duncan, I noticed you used my "Obi Sith variant" in one of your screenshots ;) Thanks for the publicity!

Hey the reason I'm making a post here, is I need some help. I am working on putting both Zam, and Anakin's speeder in the game. I need a base file to work off (with tags, bones and whatever else). I actually have the Zam model ready, but I dont have a base file to referance. I need a 3Ds, Max file, or maybe .Xsi. I would like to get a little advice here and there, but nothing that would tie up the time you have invested in this project. Please write me... neomarz1@sbcglobal.net ( I hope I hear from you). By the way, if you need skin tweaks, I'm your man. Sincerely, Mars

Duncan_10158
10-09-2003, 12:03 AM
NeoMarz1, there is a >JA models and skinmap< pack releasd by raven, there is a swoop in XSI frmat in it, the reference you request. if you have any other questions, go ahead, we all are learning here.

and about the skins, i could realy need some help, specialy about the shaders. i dont even know wahts possible, how could i let something look metalic? and so on.

monsoontide
10-09-2003, 03:43 AM
Hi Duncan,

I've e-mailed you my STAP model. Let's hope you can get it to work!!! :)

Monsoontide

Scoundrel
10-09-2003, 05:48 PM
Awesome work, man. Hope you get those ready soon.

And btw, how about flyable Deathstar vehicle?

(Just kidding;) )

mace_sundancer
10-09-2003, 06:12 PM
not wanting to sound like some kinda dumbnoob, but what can these vehicles be used for besides SP mods/TCs like the AOTC one? i mean can they be used in multiplayer or what?

scoundrel, where can i get your skins from, particularly neeja halcyon?

monsoontide
10-09-2003, 06:20 PM
Hi Duncan,

Just checking in to see if you recieved the e-mail with my STAP :bdroid2:

Nearly have the speeder bike finished as I redid all the UV maps as I found some great reference pix on the net that I've been able to use to help finish off some of the more obscure parts of the model.

Monsoontide

P.S. Will post updated pix when I can.

Scoundrel
10-09-2003, 06:25 PM
scoundrel, where can i get your skins from, particularly neeja halcyon?

At this moment, nowhere. I havent released any of those.
Sorry, offtopic.

El Sitherino
10-09-2003, 06:39 PM
Originally posted by NeoMarz1
Hey Duncan, I noticed you used my "Obi Sith variant" in one of your screenshots ;) Thanks for the publicity!
that was my screenie :p.

Anyways if you need help with your vehicles Monsoon I could help a bit.

I'm going to mess around with the .veh files some more duncan see if i can make it anybetter :p

monsoontide
10-09-2003, 06:55 PM
Can always use as much help as possible when doing this sort of thing - as one can imagine, you can't do it all by yourself (At least in any sort of manageable time-frame :sweating: )

Where can I send you the file?

Monsoontide

To Mace-Sundancer - are you not playing Jedi Academy?! Vehicles now come as standard features in several SP & MP levels/maps. :D

El Sitherino
10-09-2003, 07:26 PM
Originally posted by monsoontide
Where can I send you the file?
sirfobos2021 at yahoo.com
yes i know it's spelt phobos but it's from sealab 2021 you'll just have to have seen the show to understand ;)

Oh and I really love your dewback ^-^

Duncan_10158
10-09-2003, 08:42 PM
monsoontide, i got your model and tried to bild it up like my own one. i brought it in game but it crashed. i am not absolutly sure, but i think ist not a problem of the .veh, .npc or any constraction thing. i think the model is missing an animation file, even if its empty, like the one for my vehicles. monsoontide, i sent you a mail with a more detailed report.

on the other side i can make assimilation thing to the glm and gla files for you, but our work will get quite complicated.


and back to my own STAP and speeder bike.
Hellfire, Insanesith, Strider74205, CraZy_B and Mariners2001,
you got the second version of them for three days now, is there any feedback, suggestion? how do you like the new speeder bike skin?

btw i got the new droideka model with some new animations in game, but dont expect to beta it before we finished these two vehicles :p

monsoontide
10-09-2003, 09:02 PM
Hi Duncan,

Replied to your mail. However, I just downloaded a Softimage exporter for Lightwave, so will send you a file in that format as well as the milkshape one & I'll tag on the original Lightwave one just in case you can import it straight in .

Monsoontide

Duncan_10158
10-09-2003, 09:38 PM
monsoontide, wait you are using lightwave? i dont know, but perhaps its possible to export models as XSI from Lightwave. then you should be able to use the assimilate tool too. do you got such a XSI exporter for lightwave? i might know where one could be, i gone look for it.

El Sitherino
10-09-2003, 09:53 PM
well i've been playing with them in both mp and sp. I'm very pleased with them. :) you have my approval :D

Zappa_0
10-09-2003, 10:00 PM
From what ive heard, I believe some one has already started on the Reek or is about finished with it. It might have been AOTC TC, you should talk with Anakin or Darklord60 about it.

monsoontide
10-09-2003, 10:10 PM
Perhaps the cat thingy then (For whatever reason I just can't remember her name at the moment:p )

Or maybe someone has another suggestion for a (Star Wars Based) vehicle/beast that's not already being done.

Still having two versions of the Reek can't hurt - after all, there are numerous anakin models (At least in the works).

Duncan - Will try the Softimage exporter from lightwave but don't know if it will export UV maps etc

DarkLord60
10-09-2003, 10:21 PM
Yes we have a reek but we are updating it.

NeoMarz1
10-10-2003, 12:06 AM
Originally posted by Duncan_10158
NeoMarz1, there is a >JA models and skinmap< pack releasd by raven, there is a swoop in XSI frmat in it, the reference you request. if you have any other questions, go ahead, we all are learning here.

and about the skins, i could realy need some help, specialy about the shaders. i dont even know wahts possible, how could i let something look metalic? and so on.

Well, unfortunately I am no shader expert, I'm just learning myself. If I find out anything new I let you know. Personally I am having trouble opening that xsi format, it appears I need a 4.0 patch for studio max, cant find one yet. If it isnt too much trouble, maybe you could send me just the swoop bike in 3ds format (your using milkshape right?) I know there are alot of importers in milkshape, so if you cant do 3ds, maybe something else. Just e-mail me if you can. by the way, I looked at your skins... do you have regular wireframe UVMaps, so that I can follow the shapes better? Mars out

NeoMarz1
10-10-2003, 12:10 AM
Originally posted by InsaneSith
that was my screenie :p.

Anyways if you need help with your vehicles Monsoon I could help a bit.

I'm going to mess around with the .veh files some more duncan see if i can make it anybetter :p

sure! any help would be great! can you help with importing to md3? I can send you a finished Zam speeder, but I want to see how it gets set up (so I can learn). what modeling program you use?

monsoontide
10-10-2003, 12:32 AM
I have a link to a great shader tutorial for Quake 3 models - the essentials are still the same for Jedi Outcast models - though needs a bit of tweaking to get it to work. not sure how it applies to .glm models though.

:mauls: Curse you Raven for not making the process simpler ;)
(I thinks they should have made tags for the hands and feet positions on vehicles, so you don't have to either have a silly looking rider, or struugle with animating in Softimage XSi - which most mortals can't afford for themselves)

El Sitherino
10-10-2003, 03:04 AM
Originally posted by NeoMarz1
sure! any help would be great! can you help with importing to md3? I can send you a finished Zam speeder, but I want to see how it gets set up (so I can learn). what modeling program you use? milkshape. i can't find my damned serial code though so i have to keep redownloading it >_<~

Emon
10-10-2003, 03:16 AM
Originally posted by Duncan_10158
about the drivers animation, i dont think that is possible. we have to stik to the drivers possitions that are in game. i made my models so, that they fit >under< those sitting drivers. adding new driver animations would need adding it to the _humanoid.gla file and changing some code. thats not possible yet.

New animations through code have already been done for JO, it's the same for JA, we just need the SDK.

monsoontide
10-10-2003, 05:02 AM
As promised, here's the link to the model shaders tutorial

- it's old and focused on Quake3, but fairly similar principles apply to Jedi Knight. It's a starting point anyway.

Shader Tutorial (http://www.planetquake.com/polycount/cottages/qbranch/tutorials/shaders-1.shtml)

:jfett:

mace_sundancer
10-10-2003, 05:39 AM
monsoontide i don't have JA yet. lack of funds. so are vehicles in any mps modes oter than siege? or are they just in siege?

monsoontide
10-10-2003, 03:02 PM
Reven kept the vehicles in Siege for its MP maps, but it's easily possible to spawn them in any map and someone has already put together a swoop racing mod.
You can even ride the wampa and rancor, and pilot the x-wing, tie-fighter and several others (Though the maps aren't big enough and the ship control SUCKS!)

BTW: I fixed my Skin Exceeds MAX_QPATH error but it still doesn't show up in game (Spawns invisible and crashes game if you try to get on it)

:mauls:

Duncan_10158
10-10-2003, 03:40 PM
first, i took the decision to release my STAP and speeder_bike
models. like i discussed with monsoontide, i renamed the models:

stap_dun is the stap_dun04.pk3
speeder_bike_dun is the speeder_bike_dun03.pk3

these are the newest versions. i gone upload it today 24.00 GMT. till then you testers have still the chance to tell me about some urgent bug that is still in, so please hurry :)


NeoMarz1, sure i can sent you an other format version of the swoop. but i use 3ds max 4.2, so i could sent it you as max file if
you want.
about the skins, i can sent you the skinmaps of my models, its much easier to skin out of them. if you gone make a skin, we can bring it out as an alone standing version, if you agree.

monsoontide, thanks for the link to the shader creating. i worked my through it, but i think i didnt realy get it. it looks like it needs lot of experience for a good shader. the thruster glow is probably the best i can do for now.

BTW: I fixed my Skin Exceeds MAX_QPATH error but it still doesn't show up in game (Spawns invisible and crashes game if you try to get on it)
thats exactly the same point i got to, it crushes. i think its the missing gla file. we will see.

Duncan_10158
10-10-2003, 04:03 PM
Originally posted by Emon
New animations through code have already been done for JO, it's the same for JA, we just need the SDK.

and Emon, you must have missed it, because i wrote:
thats not possible yet.

that words >not yet< mean something like >is not now, but is gone to be<. i am not absolutly sure about that, caue english is not my mother tongue. so tell me if i am wrong, thanks.

serious, new animations for JO were possible, but it was a so difficult and time consuming work, that nothing worth to mention was made. now in JA it looks much easier with the loadeble additional animation files. but if these additional animation files work for MP is another question. the driver animation is a set of about 30 sequences, so its not possible to make one positure and use it for a vehicle. but to attach the new made animations we need the JA SDK to change some code things. and this bring us back to the beginning, cause >thats NOT possible YET.<

thanks

monsoontide
10-10-2003, 08:05 PM
Insane Sith - did you get my e-mail and files, or did I do what I did to Duncan and forget toattach the damn zip file ;)

That's what lack of sleep and working on 6 things at one time will do to you!

Let me know and I can send the files again later today.

Emon
10-10-2003, 08:17 PM
Er, sorry, it sounds like you mean, "New animtions other than a cheap arm offset aren't possible," well, that isn't true. In JO you can fully animate anything you want. I know the JA SDK isn't out yet, so it's obviously not possible yet, but it sounded like you said it wasn't doable in JO either.

Edit: Actually you could replace or add new animations with GlaMerge right now, and you might be able to play them in SP or MP with ICARUS, but it would be extremely cumbersome.

monsoontide
10-10-2003, 08:27 PM
Why Raven can't supply a workable skeleton/animator/compiler for jsut 3DSmax is beyond me. It would make doing things soooooo much easier than this whole model/weight in 3DSmax and animate in XSi thing.

Hell! I use Lightwave 7.5 & Milkshape so I'm out in the cold a bit - it's a real pain in the arse to get this stuff to work in the game once I've built it! Grrrr. (Just venting some frustration).

-Sigh-

Emon
10-10-2003, 08:29 PM
If you don't weight, you can't have animations. And you can animate in 3ds max already, and Wudan is working on a freeware animation program specifically for JO/JA.

CraZy_B
10-10-2003, 08:33 PM
Ive been a lil busy lately but I tested the vehicles as much as possible. I've created new handling coz InsaneSith's was just too "sensitive" for my taste. I'm satisfied with the way i have it now.

The STAP laser-- well I couldn't fix it:((But if you aim properly you're able to shood the rider from a vehicle)

I agree Duncan it's time to release these babies upon the world lol

monsoontide
10-10-2003, 08:48 PM
That's good that Wudan is working on something - What programs will it support - What I mean (And am trying to say here really) is will it allow you to create a JK compatible animation file from 3DSmax or similar - Lightwave or milkshape support Please :P

I just want to be able to do it all in one app - since all these 3D apps have the ability to model/weight/texture/animate, it just seems silly to be hopping back and forth between them!

(What this means is "I'm stuck and can't make any headway by myself which frustrates the hell outta me 'cos I want to get these vehicles done!") :D

Which reminds me I also have another vehicle in the works :ewok:

NeoMarz1
10-10-2003, 10:46 PM
Originally posted by Duncan_10158
NeoMarz1, sure i can sent you an other format version of the swoop. but i use 3ds max 4.2, so i could sent it you as max file if
you want.
about the skins, i can sent you the skinmaps of my models, its much easier to skin out of them. if you gone make a skin, we can bring it out as an alone standing version, if you agree.


Well, I finally got a new xsi patch. I may be fine for now... If I need more help, I'll mail you. Mars out

Duncan_10158
10-10-2003, 11:24 PM
ok, i uploaded the models, everyone can get them now. here are the links the models on my site:

http://io.meskinaw.net/data/stap_dun04.zip
http://io.meskinaw.net/data/speeder_bike_dun03.zip

i submitted the files also to jk2files.com, but it can take some time till they load it up, you know. where else should i sent it?


Emon, sorry if i was bit too sarcastic, but here around i hear so much that something is possible and finaly nobody does it because its too difficult. this glamerge tool is realy a grear thing, but the problem is the big _humanoid.gla file. if i want to make a mod with new player animation then i need to add the hole file to my mod. that makes it big size and i can not add use an animation from somebody else. it would always need somebody that put all the things together, you know, it need some kind of central organisation to bring good mod ideas together. on the other side, most things that are made now are some kind of components, i can simply put the pk3s in my base folder and it works. the quake arena engine is made that way, but jo/ja made one exception to this, the animation, cause it is generaly for all players and it contains thousends of sequenses.

this hugh animation file is also the reason why its so difficult to mod, weighting, exporting, assimilate and all that. but without there couldnt be the saber fights.

CraZy_B, yeah, the shot direction is probably a coding thing. but i think we will be abel to fix that as soon the JA SDK is out :)

NeoMarz1
10-11-2003, 04:20 PM
dang I missed you! (before you posted)... I just sent the new skins to your mail. Mars out

DarkLord60
10-11-2003, 10:20 PM
Very cool!

Duncan_10158
10-15-2003, 08:44 AM
the skins NeoMarz made for the stap and speeder bike are realy great. i made a misstake with the stap skinmap, so NeoMarz was so kind to do his skin for that again. i hope to release these reskined versions soon.

btw, is jk2files.com still in work? nothing happend there for five days. did they stop uploading files or is everyone on hollydays?

NeoMarz1
10-15-2003, 12:41 PM
Originally posted by Duncan_10158
the skins NeoMarz made for the stap and speeder bike are realy great. i made a misstake with the stap skinmap, so NeoMarz was so kind to do his skin for that again. i hope to release these reskined versions soon.

btw, is jk2files.com still in work? nothing happend there for five days. did they stop uploading files or is everyone on hollydays?

Thats would suck if JK2files turned out like JediKnightII.com, and became a frozen site :( That would really be a big bummer, Probably they are taking some time off. Either that or they are working on plans to include JA in thier format a little better. Mars out

monsoontide
10-15-2003, 12:59 PM
Hey Guys,

If you haven't already, upload to
pcgamemods.com (http://www.pcgamemods.com)

You can upload youself and add your own screenshots in different resolutions. Instant results!!!