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Old 11-14-2003, 02:28 PM   #41
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Re: Dewback Animations

Quote:
Originally posted by monsoontide
Don't forget if you want a better look at the Dewback animations, you can always open it in ModView.

imyourfather - I still need your e-mail if you want to test.
well now you know wee are good for it, and will post back with our thoughts next time you have a beta, you know who you can trust
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Old 11-14-2003, 02:30 PM   #42
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That means you exceeded the amount of vehicles (12) the game can have. Stupid code.


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Old 11-14-2003, 06:55 PM   #43
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Ok, i tested the two models.
------
Dewback

-The dewback is really well done, and animations/sounds too, but i think that it is a little too fat and slow, but is really good. I think that it needs a reskin cuz that colors dont make the animal look like a real lizard; that pink at that green/yellow..

Naboo starfighter

-Well, the n1 is well done, but it is very, veeeeery slow, you should make it faster. The shader looks right
------
Well done models moonson




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Last edited by LightNinja; 11-14-2003 at 07:13 PM.
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Old 11-14-2003, 07:07 PM   #44
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Re: Re: Dewback Animations

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Originally posted by kmd
well now you know wee are good for it, and will post back with our thoughts next time you have a beta, you know who you can trust
What does that suppose to mean?


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not at all, they came here[USA] to worship God however they wanted and it was built on the principals and rules of the Christian religion.
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Old 11-14-2003, 07:13 PM   #45
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Re: Re: Re: Dewback Animations

Quote:
Originally posted by imyourfather
What does that suppose to mean?
jus what it says he thought most of us were just out to get the beta and have fun, now we have showed him that we are trustworthy, and can give him a piece of our mind about what ever beta file, so he can trust us
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Old 11-14-2003, 07:32 PM   #46
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Re: Re: Re: Re: Dewback Animations

Quote:
Originally posted by kmd
jus what it says he thought most of us were just out to get the beta and have fun, now we have showed him that we are trustworthy, and can give him a piece of our mind about what ever beta file, so he can trust us
Oh... ok... I just thought that... I thought you meant... never mind


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not at all, they came here[USA] to worship God however they wanted and it was built on the principals and rules of the Christian religion.
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Old 11-14-2003, 07:55 PM   #47
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Question Dewback Textures

The Dewback textures/colours are from the toy (Which is kinda brown/green).
What colour do you want it?


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Old 11-14-2003, 08:11 PM   #48
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How 'bout these colors?


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Old 11-14-2003, 08:19 PM   #49
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like this for example would be cool

or something like this

I'll try to make some skin anyway, but i dont know how to do the scales




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Old 11-14-2003, 08:23 PM   #50
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Wedge - What colours? That picture is almost entirely shadow and highlights! - that's really the problem - it's either the photos from the special edition - which have the right colours but the wrong lighting or the toys which don't have a terribly good (acurate) paint job!
But I know what everyone is getting at! - More / darker green!


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Old 11-14-2003, 08:39 PM   #51
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(Just got the models today, i'm answering the questions included in the email.)

1: Dewback seems to be the right size, same goes for the N1.
2: Like some others have said, Dewback needs some reskinning, it's too Pink Darker colors would be appreciated. N1 skin seems fine to me, perhaps a chrome shader somewhat like the one used on vader's helmet? I haven't seen episode 1 in who knows how long so don't go by what i remember..hehe..
3: Animation is fine. Only concern is the 'running' animation for the Dewback. It seems to be almost gliding, perhaps those legs should be moving back and forth a bit faster?
4: Handling is fine. There's one problem though--The n1 moves way too slow, but i don't think this was meant...Just quicken that baby up and you'll have perfect control.
5: Compatablity - Aye it does work, but I had to delete Chair's Eopie..GOD DAMN VEHICLE LIMIT!!!!




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Old 11-14-2003, 09:16 PM   #52
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i finished the skin, it looks now green i cant upload the photo, but if u want ill send ya by mail




~JA MP Total Conversion~
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Old 11-14-2003, 09:17 PM   #53
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Damage

Quote:
and when my wing gets damiged, it spins around even though every thing else is on green, so basicly i am down right after get hit the first time
That is easy enough to fix. Somewhere in the coding is a damage level to be set for when the vehicle malfunctions. This can be altered, to change when the vehicle starts going nuts. Easy enough...
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Old 11-15-2003, 08:06 AM   #54
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well, im doing a new skin based on the SWG dewback, here is a little video
Dewback Video




~JA MP Total Conversion~
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Old 11-15-2003, 10:54 AM   #55
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Quote:
Originally posted by LightNinja
well, im doing a new skin based on the SWG dewback, here is a little video
Dewback Video
Did you get it in the mail also?

Anyway,
Dewback: Alright expept his pinknesh, great animation

N1-StarFighter: Make it a bit bigger, and change it's weapon to the Tie Fighter weapon.


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Quote:
Originally posted by yaebginn
not at all, they came here[USA] to worship God however they wanted and it was built on the principals and rules of the Christian religion.
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Old 11-15-2003, 11:01 AM   #56
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First i changed the original skin from pink-green to green-darkgreen; but now im doing a new skin, making it looks more like a lizard, ill finish soon




~JA MP Total Conversion~
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Old 11-15-2003, 11:45 AM   #57
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Finished, now it looks more like a dewback
http://es.geocities.com/lightninja20002000
The shot 0011 was the first skin, 12 and 13 are the new ones.




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Old 11-15-2003, 11:58 AM   #58
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Thumbs up

Looks nice


My projects:
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Quote:
Originally posted by yaebginn
not at all, they came here[USA] to worship God however they wanted and it was built on the principals and rules of the Christian religion.
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Old 11-15-2003, 06:10 PM   #59
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Cool! An Eopie! Keep up the good work!

I think a Bantha could be in order... If it's not already being made.
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Old 11-15-2003, 06:45 PM   #60
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Err...green?

.....its green...can we please get the real-look'n Dewbak, the brown/tan one?

On another note, has anyone figured out how to get past the annoying 12 limit vehicle thing?
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Old 11-15-2003, 06:51 PM   #61
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Ya, that eopie is in pcgamemods; the dewbacks can be green or brown (i saw it on SWG), for that the skin i did is green, btw i've finished a kaadu model, i hope nobody has done it, cuz i left the eopie model cuz a guy did one lol, well ill post a WIP when geocities works, cuz it dont let me log in




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Old 11-15-2003, 09:41 PM   #62
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Sorry for my slow response Monsoontide, I'll have a report for you by tommorow AKA deadline day.


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Old 11-15-2003, 10:55 PM   #63
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Wow. Amazing, masterful workmanship!

These kind of vehicles really open new possibilities in SP. I'll have to keep this one in mind for possible future use. It might make a REAL difference in an SP project I have been planning for some time.
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Old 11-16-2003, 02:52 AM   #64
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Update

Going mad today trying to get a working chrome shader. Still ended up looking not very different to what I already have.
Sped it up a bit (Will speed it up more - but not as fast as the x-wing - that's more modern technology!) and changed the lasers to the tie_fighter green ones. Changed the explosion to the z95 explosion.
Will change the colour on the Dewback (Easiy enough with the .psd file!)


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Old 11-16-2003, 11:32 AM   #65
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Monsoon, what skin do i have to send you, the second (shots 12&13) or the first (shot 11) or the two?




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Old 11-16-2003, 12:58 PM   #66
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Quote:
Originally posted by LightNinja
Monsoon, what skin do i have to send you, the second (shots 12&13) or the first (shot 11) or the two?
he said he'd do it.


overlord
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Old 11-16-2003, 02:27 PM   #67
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Dewback SKin

I've changed the skin to a drab green (Rather than the olive colour it was). But if you prefer your own skin, by all means, feel free to replace mine!
Or alternatively I could do a couple of .veh/npc files so you can pick and choose - what do you think?

Anyways - the main points raised so far about the Dewback are:

1: The Running Animation doesn't fit the action.
2: The Health Level (Which is actually set the same as the tauntauns!!!)
3: The Bounding Box on the Dewback is not the right size
4: The feet don't animate in the walk cycle.

And my own observations which are
1: The jaw looks like its snapping in half in the idle animation
2: The head needs to lift up more during the walk/run animations
3: The tail needs to wiggle a bit more during the walk cycle (It does move but it's hard to see from the current viewpoint)

Also - I have to do some custom sounds for it - does anyone have any samples?

Today is the final day for testing - so does anyone have any last minute comments to make?

Kengo has promised his feedback today.
So far no feedback from NYM :

Thankyou all for your help


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Old 11-16-2003, 03:58 PM   #68
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I can help you with dewback sounds -- just give me the basic model so I have a good feel of his action-- I have already done sounds for a Watto and Aaron Smith's Quinlan_vos model please reply so I can help

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Old 11-16-2003, 05:01 PM   #69
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Re: Dewback SKin

Quote:
Originally posted by monsoontide
Or alternatively I could do a couple of .veh/npc files so you can pick and choose - what do you think?
That'd be really nice, people who like the brown could choose a brown one and green green
Quote:
Originally posted by t3rror
he said he'd do it.
He sent me a pm.




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Old 11-16-2003, 07:09 PM   #70
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I'm exactly a photoshop master, but I gave it a shot, which you will be able to see as soon a damn angelfire return my account



PS:Anyone knows any good free file hosting website?


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Quote:
Originally posted by yaebginn
not at all, they came here[USA] to worship God however they wanted and it was built on the principals and rules of the Christian religion.
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Old 11-16-2003, 07:30 PM   #71
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^.^

MSN Groups.
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Old 11-16-2003, 11:35 PM   #72
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Sorry for how late this beta report is, I hope its not totally redundant - it just makes the deadline, in your time zone if not in mine

N1 - Starfighter Beta Report

1: The model - Looks about right to me in terms of its shape. Is perhaps a *little* small, I spawned it on top of the Millenium Falcon in the Siege_Desert map, it looked fairly in scale with that. It does look very small when you get in because the camera goes rather a long way away out. The defualt settings are:
cameraRange 500
I tried setting it to 300 and to me it looked a lot better all round.

The bounding box is way too big, which doesn't just mean you can't walk anywhere near it, but it will hit things when flying that aren't close to it. Despite the large bounding box, I somehow managed to walk half way into the tail a few times.

2: The skin - Just needing that chrome look you've been working on and it'll be all there!

3: The animation - Thruster animations all work fine.

4: The handling: - Main problems for me are here. I must say I found it awfully difficult to steer (with the new 1.01 patch BTW), that's partly down to the game engine of course. The controls for moving and aiming were very sluggish for me (not as bad as Battle for Naboo *shudder*). I tried altering some settings in the veh file, and it helped a lot:

lookYaw 60 (previously 45)
bankingSpeed 3.0 (previously 2.0)
turningSpeed 6.0 (previously 4.0)


I also set:
acceleration 25 (previously 15)

These may not all be relevant/wanted, but the overall effect seemed good. I set the speed up so the testing was at a more normal speed, I tried:

speedMax 450 (previously 200)
turboSpeed 600 (previously 400)
speedIdle 130 (previously 100)

Its a lot slower still with the settings I gave it than the X-Wing, much faster seems way too fast to handle for me. It could be a little faster than I tried however, I think.

All the above about controls and handling could certainly do with some good tweaking, its a start but not an optomised setup I'd say.

5: Compatablity - Works in SP and MP. One thing - you packed it up as a pk3.zip, so I had to rename it to a pk3 to get it to work. A mistake I'm sure you'll avoid for the final version, but I'm trying to be really picky now

Overall plus points: It looks very good, and I can really imagine it being a great deal of fun in MP - dogfights and such perhaps!


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Old 11-16-2003, 11:58 PM   #73
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Dewback Beta Report

Hows this pic from starwars.com for colour?


1: The model - As has already been said, probabaly a little small, the legs go through the body and the bounding box isn't right, with the head going right into walls. As has also been said, in MP only the front legs can be damaged, shots and attacks go through the rest.

2: The skin - Lots has been said about the skin already too - I'd got for a more browny-green like the one in the picture above. With so many different references with differing colours, its hard to get a definative colouration, so your preference comes into it a bit.

3: The animation - Pretty impressive all round! I noticed that in SP the view is further back than in MP, and because of this you can see a lot more animation (the jumping bounds when the dewback breaks into a run, the movement of the tail), and it feels a lot more like you are moving. In MP, with the camera view closer - you don't get the same feeling of movement and its all a little strange. If possible, setting the camera view further back might help a lot.

4: The handling: - Nice and easy to move around. I wonder if it isn't a little faster at a run than it would be in reality? Then again, creatures like this in real life often have a surprising turn of speed when they want!

I kinda felt that when you ran headlong into an enemy, it would seem appropriate for him to be damaged/knocked to the ground, it seems odd to charge at an enemy on a huge creature and find yourself stopping as you reach it. Is it possible to program in a vehicle-like collision?

You have to hop to get onboard, you can't use the use key to climb onto the creature's back - is this the same for the Tauntaun, I can't remember? Not a big deal anyway.

5: Compatablity - Works in SP and MP. One thing - you packed it up as a pk3.zip, so I had to rename it to a pk3 to get it to work. A mistake I'm sure you'll avoid for the final version, but I'm trying to be really picky now (again)

Overall: Really wonderful creature, a lot of fun and certain to be very popular.

One note I'd like to make for both the Dewback and the N-1 - they really do deserve some great sounds to go with them, they won't be anywhere near as enjoyable to use without. Sorry but I don't think I'm the man to help you get those sounds, just wanted to say they are massively important and shouldn't be underated. Perhaps some of the sounds already in JA can be used, at least as a base (possibly with some editing with a sound editor program like goldwave), such as the X-wing and Tie-fighter sounds for the N-1, the tauntaun and Rancor for the Dewback? Good luck finding some sounds worthy of the excellence of this work


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Old 11-17-2003, 12:22 AM   #74
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Excellent Feedback Kengo!

Will definitely see what can be done about as many of these problems as possible.
The bounding box thing is a bit of a problem though as it's generated by the assimilation program when you compile the model for JK:JA and while you can tweak it int .veh file it seems to be just a big box regardless of vehicle shape?
Other things are set by the vehicle class which until they release the source, can't be changed

Thanks everyone for your help very much appreciated!


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Old 11-17-2003, 01:13 AM   #75
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On the subject of sounds, SWG might be a resourceful place to look *Grins*.




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Old 11-17-2003, 02:53 AM   #76
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Thumbs up Galaxies Sounds

That would be cool since they just released the patch with the ridable animals in it.
However I don't have the game (Not really having time for MMORPG games!)
If someone can supply them to me that would be very handy.
I'm hoping to find a few N1 sounds from other games as well.


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Old 11-20-2003, 01:53 PM   #77
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Arrow Quick Update

Hi Folks...

Just a quick update. Duncan_10158 has the Dewback & N1 for revisions - then I will make a few final changes to the .veh files and then they will be released - hopefully by Thanksgiving.

Duncan_10158 also has the speeder bike which I made some more changes to though there is some bizzarre problem with one of the UV maps which I have been unable to fix. It looks fine in Lightwave but when I export it through Milkshape to md3 it comes out with some wierd distortions in it.

Acklay is almost ready for BETA but not quite!

A big thanks to (nearly) all the BETA TESTERS - your feedback has been invaluable


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Old 11-20-2003, 02:48 PM   #78
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when is anikens speeder getting ready? is that last one your kist? and no problem bout the beta, i deleted it getting ready for final version!!
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Old 11-20-2003, 04:36 PM   #79
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Heh, it was more like a pleasure testing these babies. ^.^


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Old 11-22-2003, 08:46 PM   #80
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Arrow ...is not a patient man, he wants constant reports and he expects progress...

...I only said it looked very favourable...

Duncan_10158 has been very busy for the last week and is only just getting some time to incorporate the BETA feedback this weekend. Hopefully we are looking at a Thanksgiving release for the Dewback and the N1.

Beta for the Acklay has begun. (Positions are already filled in case you're only reading this thread!)

...besides with the information in our posession, my calculations were correct...


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