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Old 07-06-2003, 01:35 PM   #81
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Thanks, The Bespin Luke started off a skin and trying to make a model from it without having to change the textures has been a little tricky, but I think it's turning out fairly well.

The Darth Vader model is far from being finished at this point. His body, gloves, boots, and control boxes are the only things with textures on them so far. Everything else is pretty much just solid colors at this point. His eyes were made a brighter red so that they would stand out at first,... they will be different when I actually texture them.

P.S. I want to continue saying bad things about Episode II, but you're right,... this isn't the place for it.


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Old 07-06-2003, 02:36 PM   #82
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your vader looks awesome as do all of your models hapslash

and by the way, the story in the original trilogy was not that much better...oh we can't be original, lets just have another death star
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Old 07-07-2003, 03:16 AM   #83
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Hapslash, your models are the BEST for JO, and SO accurate! You sould make an ANH Luke in his farm outfit, and Luke and Han in stormtrooper suits. I was working on the those two models but stopped when I saw your great stormtrooper model.

P.S. It seems to take you a long time to get these in-game. You sould try teaming up with Kevin Colye. I heard he can put a model in game in a matter of hours.



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Old 07-07-2003, 10:43 AM   #84
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yeah if you got help after the model was made so that u can continue working on the other models while somebody else puts them ingame it should reduce time by a bit
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Old 07-07-2003, 12:17 PM   #85
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Yeah, I've thought about that, and have been talking to a few people who I think could help me do just that.

But, you have to remember that while their weighting my models, they won't have time to work on their own projects. I know that weighting a model takes a lot of time, and while Kevin Coyle may boast that he can get a model into the game in a matter of hours, he's only been weighting one LOD, which is about a third of the total work, and to be honest, I haven't been very impressed with the way he's weighted his models.

I've been watching Infinity Blade weight his Dark Forces Kyle model, I've never before seen anyone put that much care and effort into weighting a model. If I were to get anyone to do it, it would be him.


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Old 07-08-2003, 10:24 PM   #86
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i guess your right that if they are rushed they just are not the same quality as if plenty of care is put into the tweaking of the model
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Old 07-09-2003, 08:41 PM   #87
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Okay, i guess you are right, but it would be good to team up with someone. So you can work more on your models and they will be put into game sooner.

P.S. What about those other questions I asked?



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Old 07-09-2003, 10:15 PM   #88
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Yeah, I meant to answer your questions in my last message, but it started to get long-winded and didn't get around to it,...

An ANH Luke model is a possability, but the available skin is still pretty good.

After I get done weighting the Stormtrooper it wouldn't take that much more work to whip up the other two, so I might just do those,...


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Old 07-10-2003, 03:55 PM   #89
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So,... how'd you find that?


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Old 07-10-2003, 06:38 PM   #90
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What exactly did you put in the url,...?

Tripod is supposed to be set up so you can't do that.


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Old 07-10-2003, 09:45 PM   #91
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An Ewok model?! You're probably p'ed off that he "hacked" into your site and showed it, but why did you want to keep it hidden? Anyway, I did think the ANH Luke skin was good but it could be a lot more accurate with its own model, and everyone knows how much you care about accuracy (i do, too). Luke and Han stormtrooper models are easy to make, the only problem may be polycount. Speaking of which, what is the average polycount of the models you finished modeling. Just curious to see if it takes more polys to make models more accurate.

P.S. After looking at the new screens of JA, I saw that there are some new models in the game that you are already making and yours are better (i.e. Snowtroopers). Before I even play the game, I'm probably going to open it and replace those models .



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Old 07-10-2003, 11:49 PM   #92
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As part of the Dark Forces Mod group it's my job to come up with new models that will eventually be included in the project. The Ewok is a hidden character in the original Dark Forces game, so I quickly threw together a mock up of an Ewok to see what the rest of the team thoughts were on that particular secret. I had never intended on making ewoks as playable characters for the game, it was more of a one-shot thing.

I'm not mad that someone found out about it. I have a number of pages you can't get to from the site, and have always considered that happening. I'm just not sure how he did it and would like to find out how,...



Your polygon question is a bit more difficult to answer. My response was getting pretty long so I've decided that it would be best to post it in another message after I've finished it.



And as for the Jedi Academy stuff, I would need to see some close-ups of the models before I could really give an honest opinion on what I thought about them. I've been told the same thing a couple of times, but I've never seen any decent pictures of the Snowtrooper. Does anyone have any links to good pictures of him?


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Old 07-11-2003, 12:50 AM   #93
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Here's that long winded reply on polygon count that I was promising,.. For those who are disinterested in the technical aspects of polygon count and information an LODs than avoid this at all cost, cause that's all it is,...

-----------------------------------------------------------------------------

If you go only by the highest detailed LOD then the default models span anywhere from 2400 for the Jedi on up to 3400 for Jan. Generally my models span close to that amount. For instance the IG-88 I've been working on is only about 2600 while the Darth Vader I've been fiddling with is around 3600. So,... yes, my models do tend to be a little bit more poly intensive than most models.


But to be honest, poly count is more complex than just that,... If you take into affect the 4 different LODs that the game supports, and utilize them, then you have the ability to get the most out of your model.


Here's an example,...

First I'll take a well known model, say Count Dooku. He's around 2800 polys, well under the widely accepted 3000 limit. Next I'll take the Darth Vader I'm working on. I'll just say 3600 for now. At first you could say that there's a huge difference in the poly count, and that Vader would be much harder on your machine. But,... Dooku only has one LOD while Vader will have four.

If I were to make the different LODs, say

1-3600 2-2900 3-1900 4-1000

All totaled, they would equal out to be 9,400, while Dooku uses the same 2800 for every LOD level and ends up being 11,200. So when taking the LODs into consideration a lower poly model lacking LODs will be more poly intensive than a higher one that includes them.

I've even been rather conservative when calculating the different LOD levels,... The average polygon count of the LODs for the default models is down around 800 for LOD3 and 400 for LOD4.


But with the evident advantages of using LODs also comes the inherent burden of having to weight the 4 different LODs as if they were 4 separate models. I believe that this is the reason as to why most modelers don't even bother with them at all. Unfortunately they don't realize the benefits of using the LODs otherwise we might have even greater looking models out there then we already do.

-----------------------------------------------------------------------------

This is probably much more information than most people are interested in, but I wanted to be as thorough as possible. So, in summary the models that I'm working on, some of which can be higher in polygons, will probable be no more debilitating to your system, and in some cases even less, than most of the average models available for download.



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Old 07-11-2003, 10:14 PM   #94
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i think an ewok for multiplayer would be awesome, probably the model i want the most, they are just so cool

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Old 07-13-2003, 06:14 PM   #95
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I'm interested in the technical part of game making but I do agree that a lot of people aren't. It's good to here that you are including LOD's in all your models. I was starting to worry that I would have to upgrade my computer to play your models.

I was so glad to hear awhile ago in this thread that you are giving all your models (with mouths) full facial animations. That is usally the first question I ask modellers because I play mostly SP and like to convert the models that people make, and I really hate it when I see people talking through closed mouths in cutscenes. Anyway, I was wondering how do you animate models with weird mouths, like the Gamorrean. I was thinking that with the Gamorrean that you would give it no inner teeth, because all(or most) of it's teeth stick out of its mouth. And, how do you animate it without having the "outer" teeth bend with the mouth? Just wondering.

P.S. How come you hide some of your WIPs? Showing all you models will attract more people, and you wouldn't get requests for models you are already are working on.



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Old 07-13-2003, 06:40 PM   #96
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I haven't really been worried too much about weighting the Gammorean's face yet. And probably won't until I actually have completed weighting the model I'm working on now.


There are a number of reasons as to why I don't have all the pages accessible. Some of it just hasn't progressed far enough for me to actually put a page up there. Others are ones that I never intended to make playable characters for the game. But the most important reason is bandwidth. Ever since I started updating my site again I've gone over my bandwidth allowance quite a few times. The more pages I have up, the more bandwidth is used when people look at them. That's really why I've taken down most of the sections that have little to no content. As is I'm steadily closing in on the ultimate 1GB bandwidth limit set forth by the server. So I imagine once it's been reached the site will be down for good.


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Old 07-13-2003, 07:21 PM   #97
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Quote:
Originally posted by Bart Skywalker
P.S. How come you hide some of your WIPs? Showing all you models will attract more people, and you wouldn't get requests for models you are already are working on.
I know of several good reasons for hiding work, but I'll keep it to just the bare minimum....

The ewok was more of a quick job to get an idea of it, and he showed it to the DF Mod team more of as a thought and possibility, and less of an actual WIP.

That, and the ewok was supposed to be sort of a "possible Surprise".... of which now there is no chance.

There's more I could say, but that should be enough for this.... What I'd like to know is how Scouttrooper got into the directory for Hapslash's site...

If he's hacking it, then Hap really needs to change passwords and etc.... Maybe be more watchful about his online security. And if there is anything sensitive that Hap has there, he really needs to remove access to it. That and he should make sure he has a back up of his site, just in case anyone decides to mess with it. (ie - the JKII.net recent attack).

If he didn't hack, then I'd like to know what he did, because Tripod doesn't normally allow that sort of viewing for the directories.


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Old 07-13-2003, 07:30 PM   #98
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Quote:
But the most important reason is bandwidth. Ever since I started updating my site again I've gone over my bandwidth allowance quite a few times. The more pages I have up, the more bandwidth is used when people look at them. That's really why I've taken down most of the sections that have little to no content.
Well, if thats the case, you should just create an account with another webpage server like Geocities. You could keep all the pages you currently have at Tripod at Tripod and you put other pages at another server. Then, just put links to them on your site. I've done that before but for different reasons.



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Old 07-20-2003, 05:50 PM   #99
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wow your models are awesome, i cant wait for some of them to get ingame
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Old 08-08-2003, 12:09 AM   #100
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HapSlash, PLEASE update your website! It's been a month and 7 days now. I'm going insane!

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Old 08-08-2003, 06:02 PM   #101
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Must get that vader. NOW! So good!
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Old 08-08-2003, 06:31 PM   #102
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WOW HapSlash, you're really one of the best modelers out there. When I looked at your models....man
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Old 08-08-2003, 07:04 PM   #103
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ONE of the best?! Heck, he's better than the ones at Raven Software!!
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Old 08-08-2003, 08:17 PM   #104
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Quote:
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ONE of the best?! Heck, he's better than the ones at Raven Software!!
I have to agree with that
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Old 08-08-2003, 11:48 PM   #105
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This other guy, Infinity Blade, is another REALLY good modeller. He made the Dark Forces Mercenary Kyle model. HapSlash has some competition!
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Old 08-09-2003, 10:40 AM   #106
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Sorry I haven't updated the site in a while, but all the talk of JA lately has lessened my interest in modding somewhat. And I've primarily been away from my computer, working on my sculpting.

As far as the models go, I've been going through the thankless process of working with LOD's. So, there really isn't a lot to show anyway. I might have something updated this weekend, but I can't promise anything.


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Old 08-09-2003, 03:11 PM   #107
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Quote:
Originally posted by TK8252MJL
This other guy, Infinity Blade, is another REALLY good modeller. He made the Dark Forces Mercenary Kyle model. HapSlash has some competition!
Modellers who work on the same mod are generally not competitive in a vindictive sense - they are at worst inspired by the work of others.


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I made a silly little program called Dragon, which is an animation tool for the GLA format, used in Jedi Outcast, Jedi Academy and Krakatoa.
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Old 08-09-2003, 04:52 PM   #108
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I know that they don't really "compete" but I just wanted to show how good a modeller that Infinity Blade is. (Since HapSlash is like the Living Dead Jedi of modelling)

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Old 08-24-2003, 03:21 AM   #109
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hey hapslash i was wondering if the models will be available to download besides the MOD?


thread for model ideas, you might find great ideas. http://www.lucasforums.com/showthread.php?s=&threadid=83939

all S-wars comic character gallery http://jediencyclopedia.150m.com/lobby.html
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Old 08-24-2003, 03:32 AM   #110
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The models he has at his website will be available for regular download, but some Dark Forces-specific models like General Mohc might not be put up for download.
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Old 08-26-2003, 11:09 PM   #111
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HapSlash!! What are you doing to me?! The new Sandtrooper pic on your website doesn't show up!!!!
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Old 08-26-2003, 11:35 PM   #112
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Don't worry, it's the same pic I posted in the Dark Forces Forum. It will work here in a minute though,...

If you find anything else not working let me know


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Old 08-30-2003, 12:24 PM   #113
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wow, that's super-sexy, hapslash.


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Old 09-10-2003, 07:41 PM   #114
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NEW UPDATE!!!!!!!!!! Thank you for the Imperial Navy Trooper update! Can't wait to replace the Imperial Workers with the mean guys in black!

I have a couple suggestions for the Navy Trooper... You should remove the arm-mounted key and holder, and put the Imperial logo there. Also, the front torso texture could use a redo, the line down the middle should go, Corto's commando has a good texture for the torso.

HapSlash, I really hope you continue to work on the AT-AT Pilot... We really need one.

BTW, some of those new Gamorrean pics are a bit... disturbing. I'd rather not have seen them.

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Old 09-12-2003, 08:02 AM   #115
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Thanks,... although, I was kind of happy with the way that chest texture turned out.


I had the Gamorrean in-progress pics laying around for a while now, but never posted them because I was so busy. I recently had a little spare time so I decided to go ahead and make up the rest of the page. Besides, it's not every day that you get to post naked pics of a headless 6 ft. pig-man,...



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Old 09-12-2003, 11:17 AM   #116
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he's looking awesome, hapslash... can't wait to see your work in game. *rubs hands together eagerly*


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Old 11-12-2003, 02:21 PM   #117
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i've never been a fan of farscape, hap, but your aeryn sun looks impressive thus far. can't wait to see what you do with the hair.

i also like how you've improved mohc's looks.

love the new e-11, too. are you going to be doing any other weapons?


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Old 11-13-2003, 01:03 AM   #118
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Damn it all, HapSlash. I remember how great your skins and models were from the JO days, but this is just beyond all that!

You're too fricking good!

Please tell me you're employed as lead model design at some sort of big-named game development company!! ^_^



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Old 11-13-2003, 12:43 PM   #119
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Quote:
Originally posted by Eets
Please tell me you're employed as lead model design at some sort of big-named game development company!! ^_^
No such luck,... I'm still plodding away at this only in my spare time.


Quote:
Originally posted by t3rr0r
are you going to be doing any other weapons?
I have done some tinkering with a few other weapons, but I haven't been trying too hard to get any of them in-game. Although I have been keeping them around 800 polys just to see if I could do it.

http://wat.midco.net/eggnog1/weapons.jpg

If they were to be put into the game, I can't imagine which weapons most of them would replace,... I've done a bunch of non-Star Wars weapons as well, but they're all in about the same condition as these.


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Old 11-13-2003, 12:53 PM   #120
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oh my gud hap you are best!!!


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i can Beta Test your model ;-)

http://siscrgrosl.proboards2.com/index.cgi my forum not good not bad but register it and post
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