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morthon

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Everything posted by morthon

  1. Ask, and ye might recieve... I added some randomization to whether they get a visor-equipped helmet or not. Just like in halo 3! Also, to confirm, these guys will be coming to Operation Trebuchet: First Contact in their next update.
  2. Well there it is, after some struggles figuring out how config stuff and .rvmats work, I've finally gotten them in-game, though I still haven't been able to get the speculars to work properly. It's far from perfect and there are still some issues I have to fix. However, I'm very happy with how it turned out. Could've been worse, I guess :) I handed them over to the OPTRE devs, so it'll probably be available come next OPTRE update, which probably shouldn't be too long, seeing how things are progressing over at the subreddit. Cheers!
  3. Oh man... See what I mean? Maybe I should give up for tonight as I'm clearly out of it haha Correct link: http://pastebin.com/Vu51XFD0 I consulted the tutorials on the wiki mostly and Mondkalb's addon tutorial. Thanks for the help, I'll try setting up the model.cfg according to your instructions. By the way, is a model.cfg always necessary?
  4. My apologies, you're right. It's a little late here and I'm pretty burned out from figuring out how all the config stuff worked. I had no idea I had to set up a model.cfg. I thought they were shared among all soldier models automatically. The tutorials certainly didn't mention a model.cfg That might very well be the problem, I'll look into that right away. Config pastbin: http://pastebin.com/embed/Vu51XFD0
  5. 99.99% done! I have to fix some errors here and there, but its getting close to being finished! After the tweaks are done I'd say its time to start rigging. Cheers!
  6. Hehehe thanks, that's a pretty darn big compliment :)
  7. Update: Finished the high-poly model and started retopologizing. I couldn't help but do some premature tests with Substance Painter, so here's a sneak peak at how the final product might look. Shiny screenshots underneath the curtain!
  8. And so history will repeat itself, as it always has since the beginning of human civilization. Sad, indeed... :(
  9. morthon

    (WIP) JTD Blood

    Super impressive! Finally a realistic blood addon :D Any chance you could make a demo vid showing the default rate of bleeding? Will you make it configurable by userconfig? Cheers and thanks for doing this!
  10. Oh man, this is really insane! I really hope the modding community will be able to realise the potential of this and we'll see some amazing things happen! I wonder what implications this could have for modifying the ai. Could someone finally fix the driving ai with this? I'm only beginning to learn C++, but the way I understand it, people could really make almost any kind of game out of arma npw, right? Or am I being silly?
  11. Huzzah! Lots of silly progress, not very good to see, but I'm still in the process of cleaning the high poly stuff and slowly adding details here and there. This is the first time I've really modelled high-poly, I've always done low-poly models in the past so thats why this is going so slow, I'm still learning!
  12. I'll be busy with school the next couple of weeks, so I won't be able to work on this as much as I'd like. Made some slow progress cleaning the armor parts into a proper high-poly model with all kinds of nice floating geometry so I can finally bake that 3d cake, whoop! I'll see if I can post some more progress pics soon. Cheers!
  13. I love the design too, i'ts so awesome looking!! :D I was afraid that it might look a bit cartoony but I think that will not be the case. Happy days!
  14. Interesting stuff, excited to try it out ^^ Also, update! Started cleaning up the helmet. Still missing a lot of details, mind you.
  15. So in conclusion, a .RTM records the location and rotation of bones and their children and is likely not openable. I assume it works by naming stuff? So having a completely weird skeleton but with the same names would have the bones copy that animation, albeit totally screwed up and distorted? So how does Arma 3 handle complex animations? Does it use some form of blending between animations? Or like linear animation states that will have to connect to each other? I get the feeling its the second one. Also, for some reason I didn't realise that you are part of the lost dragons team! I love what you did with the mechs, very inspiring stuff! I will probably bombard you with questions too when I start the animating process xD
  16. I'm sure it'll all be fine. McRuppertle's work with the raptors and especially his T-Rex inspired me to try this. I have looked through the configs and it all looks very doable. There's no pressure on my end, at least ^^ I'll see if I can make some test animations soon to show what I can do.
  17. Well, I haven't looked into the possibilities thoroughly, but I expected as much. Scaling skeletons is rarely an acceptable practice XD. However, there is the option of possibly retargeting the animations of the original skeleton onto a new skeleton. Though, that would still be alot of work and all things considering it would possibly be better to just make them from scratch. Like I said, I'll see when I start experimenting with it and that's a long ways off, to be honest. As a 3D Animation student I'm not afraid of having to go "the long way", it would be good practice, really. I actually have access to a motion capture studio, but I'm not satisfied with the tests I've managed to do so far. So far I managed to adapt a Sangheili rig to a biped and with some wizardry made it to mimic the motion capture data. It's really bad, but I'm experimenting, trying to find the most efficient way of doing this. Will report on that later. Anyway, thanks for the info on RTMs!
  18. I guess we'll see when I start experimenting with it.
  19. Little update! Torso plate and elbow guard. Now it's just the rib guard and neck/backplate and all the hard body armor pieces will be done. After that it's just cleaning the helmet and the combat shirt, and sculpt the details on the gloves, boots, get some straps here and there and some pouches and it'll be ready for texturing. Honestly, I haven't really looked into it thoroughly yet, as I'm focusing solely on finishing the marine first. If you say that you can just scale it up without there being problems, then that sounds like a great alternative to animating a complete new set.
  20. Yeah, that'd be great! I have thought out what I plan to do with the brute, I have alot of gameplay ideas. I will elaborate on that soon in a more detailed fashion, but I can say that the main reason I want to make a new skeleton is because I want the brutes to be their lore size, so like 2,5 to 2,8 meters tall ingame.
  21. You plan on recreating the slaughter of an entire platoon of marines?? XD I plan to do all the versions that are in halo 3.
  22. Little update: Managed to get some work in on the shoulder pads and the knee/shin armor.
  23. I definately will, ARMA modding is way too complicated for me to grasp easily.
  24. Thanks! I'm definately trying not to overreach. As such, I'm focusing mostly on the Marine right now. I take McRuppertle's work and the BI documentation on custom skeletons as proof that it's all 100% possible, though! So I'll probably consult with him when I get to the animating part.
  25. One reason; because that would be an insane amount of work. I don't think I could commit to a project of that scale! Just having a couple of rebels fighting episode 3 imperial clone troopers in a guerilla-style conflict with some small garrison-style vehicles would be more than enough for me.
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