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jonjacob34

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Posts posted by jonjacob34

  1. Warnings:

    gfx_body_lodb:

    Failed test degenerate_uvtriangles_channel2(1) == 0 - This mesh contains degenerate triangles in UV channel 2. This will create an invalid tangent space.

    Comment: 918

    looks like you got 2 UV channels on the go, you only need one... or so i believe. so search how to clear the 2nd uv channel and give it another export, what could it hurt? and make sure your materials are using the correct channel in material editor as well as uvw unwrap.

  2. oki, i need a little help making an idea controll system for fingers, people suggested a morpher i can't really how it would work since i will have to collapse the tajectories eventually. so besides IK what would be an ideal way animating the fingers? i have done alot of scearches but still nothing stoodout.

    jon

  3. The shotgun is pretty much a hack, so there will be issues but I thought it would be cool and fairly easy to model and add anyway. It uses the crye(mrc) anim set since that matches the closest in grip and ironsight. However, that also means it reloads like an mrc. I've experimented with combining anim sets before, it kind of works but broke some of the other weapons. It would never be correct though because you reload on shell at a time and even with the m99, one reload would put eight rounds in.

    I'm not even sure why I made the shotgun. It just seemed like a cool thing. Maybe it was seeing the teammates in cod4 carry it.

    if custom shotgun animations aren't possible (and we all know they aren't), then i can live with that, the game is in dire need of a shotgun. buckshot would be a difficult matter, maybe you can mess with the burst fire values or something?

    brettzies, since your on the path to making many weapons as possible. would you use a 100% original animation system if i made one? new crouch, prone, up right alert that would lead to animating the upper body with out an horrid rotations of the torso?

    only probem using it is that the it may not work with pre-exisiting weapons in graw, yeah it would work with the ghost but you may not have an m4 with the mp5 sd because animation glitches, it would require it's own animation group say marine rather than ghost.

    watch this space for a video of the mokap room!

  4. AS50 eh? being british we don't see much of that over here, the only thing i can rely on is airsoft.

    if people make and want new weapons i could justify make new anim's with a mokap and motion builder. thought it would be 100% origianl and render original graw weapons usless in terms of animation. how many people really want it to happen with this specialised sort of game?

  5. very kewl stuff going on there!

    Brettzies since you have done this, have you thought about making your very own solider? a squad that would complment you M4 package?

    maybe a detla force feal or a ranger? somthing that is not comprised of pre done meshes, it would certainly add to the appeal of graw.

  6. Price was the mutliplayer cost of a weapon, example in a death match a beretta would cost 15 etc and as you killed more people the more money you earnt, and i don't think Graw 2 uses it since they replaced it with a ranking system to utilize different weapons, as for wizby, sorry i dunno.

  7. They are really awesome guns. Glad to try them in GRAW 2, hehe.

    But in my opinion, I dont like gun with magazine at backside. It look a little strange :hmm:

    But anyway, as I say, always glad to try those new guns in GRAW 2.

    Hope to see them released soon

    well each to their own i suppose, i like the idea of them because of the accuarcy in them.

    But the real purpose of this mod like i said before is to provide a template which weapon and character modeler's can work with. hopefully all moddelers on this forum will be happy using it but i know certain people don't like working on other peoples stuff.

    but my main concern is the turn out time for this, could take as much as six months to work out all the kinks in like 70 animation that would be required....... at this rate Graw 3 would be out and knowing the lads at grin they would have new animation sets.

    but saying that the is about 60 hardcore animators at my institute, mostly experinced with Maya. but hey stick this all at the back of you heads not worth knowing about till it all done.

  8. funny thing is i have been reseting the x-forms, i made sure x-forms are on top of the modifier stack, and sometimes i place it underneath the skin modifyier. thing is it hasn't solved the problem of iconsistane shadows, i can understand the how the xform tells the object from left and right but i sure is must have something to with the smoothing groups. :hmm:

    take for example a box, when it's coverted to a poly, each poly has it own smoothing group.

    or somthing i didn't think of is dose the specualar require it own unique UVW unwrap channel?

  9. oki one irratating problem thats occuring with god for sake mesh is the specular lighting. now the acctual specular is fine, i thinking it's got some thing to do with the mesh.

    pic 1

    pic 2

    what happens is when the character moves, the lighting the shadow and reflections are incosistant on the pistol, eg the left side of the slide is lit up like a chrismas tree, where as the lower fare is completely shadowed.

    Would this have anything to do with the smoothing groups of the mesh? or possibly the alignment to the objects in each of the items of attach to make the mesh? i'm seriously stumped

  10. This is the error when i export on 3dsmax

    "Failed test degenerate_uvtriangles_channel2(79) == 0 - This mesh contains degenerate triangles in UV channel 2. This will create an invalid tangent space.

    Comment: 136 2419 3265 4965 4966 4967 4970 4971 5229 5652 "

    that basicly mean you got holes in your mesh take notice of 4965/4966/4967. those are vertexs/polys that are the problem, more commonly they are illegal faces, yet they do not effect the end result in game, unless there very big and noticeable.

    if your really having trouble with the maps, zip it upload it and i'm sure someone will look in to the maps.

  11. Just thought i'd add that i will also be making if the animtion permits and does not interfere with my studies:

    FN P90 TR/ FN2000

    L85 AFV / L86 LSW

    i may concider some more bulp ups as and when i get new redefining animations. or send out the max work so other modders can get on it, like the guy who made the graw 2 Famas v2.

  12. good news!

    motion builder and the mokap are all that i need and got them both, i'll just need to clean up all walk animations, and every other one i produce. hopfully once i get the walk/run/peak etc cycle reproduced i will forward the solid result to modders who want it. this way people like snowfella, brettzies and mr sniggles will no longer have to find work around for magazine changes and aim animations.

    if all goes to plan the a set of templates will be availble for Max and Maya, just because i use both.

    But! i can't make this top piority as of yet, reason are my Studies and job.

  13. i wouldn't say that....SA80,SA80 Pic 2, SA80 Pic 3

    the reason why this in't being released yet is like most modelers we like to have perfection in it.

    that means animation with decent camera work to make more worth the while, tch... what the point of having new weapon when we have to get crappy work around for aiming? and it will be released soon as i can figure out how i will animate it with a ghost.... ambitoius i know especalliy without motion builder or anypoint of anmiation referance.

    so in short yeah i'm doing one,it will feature:

    L85 of course

    Susat

    Harsights (default)

    A1 handguard (default)

    UGL

    wish me luck.

  14. well i tired it with some crappy meshes to start with, anyways, once i equip it in the breifing menu i get a crash. now i did apply an omni, spot, align and ripped the billboard_group:headlight_left and oblivious meshes.

    here is the heirarchy, with everthing attracted to the align with exception of bill board cuz that is link to spot.

    now i did also apply a centre, but that didn't work.

    <dynamic_object>

    <diesel file="/data/objects/weapons/addons/MK2_UTL/MK2_UTL.diesel" materials="/data/objects/weapons/addons/MK2_UTL/materials.xml" orientation_object="align"/>

    <object name="billboard_group:headlight_left" hidden="true"/>

    <object name="align" hidden="true"/>

    <light name="taclight_spot" enabled="true" type="spot|specular" depth_fade_start="12000" depth_fade_end="14500"/>

    <light name="taclight_omni" enabled="true" type="omni" depth_fade_start="12000" depth_fade_end="14500"/>

    <graphic_group name="MK2_UTL" culling_object="gfx_MK2_UTL_loda">

    <lod_object name="MK2_UTL">

    <object name="gfx_MK2_UTL_loda" shadow_caster="true" hidden="false" max_distance="300" instance_struct="world_tm_ambient_cube"/>

    <object name="gfx_MK2_UTL_lodb" shadow_caster="true" hidden="false" max_distance="800" instance_struct="world_tm_ambient_cube"/>

    <object name="gfx_MK2_UTL_lodc" shadow_caster="false" hidden="false" max_distance="5000" instance_struct="world_tm_ambient_cube"/>

    </lod_object>

    </graphic_group>

    </dynamic_object>

    and i also get this warning on export

    Warnings:

    billboard_group:headlight_left:

    Failed test mapping_channels(0 1 8) does not intersect 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 - This mesh contains mapping channels beyond channel 5 - remove unused channels.

    little help here please...

  15. duh....... i knew that :P

    why did i not think of that?...... i feel like a couplete idiot, it probably why the game keeps crashing. oki snowfella, how might i construct a flash light mod? i assume it would be an align, three meshes, and a max light?

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