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Showing content with the highest reputation on 11/08/2023 in Posts

  1. 1 point
    So I created a stunt module for it to test it out. Seems to be some wonkiness going on with the anims. Not sure what's up with that. I'll have to take a look at the models. It also seems like the game doesn't want to apply stunt animations to a door. I guess that will require creating a dummy creature version of it, although possibly the door could just be scripted to open at the right time. Additionally, the star map will need to be scripted to play its opening anim at the end. And that pillar behind it will need to be removed (I think it's just a placeable). Edit: Tweaked the FoV in a few shots to better match the original. Needs further work and the star map timing is possibly a bit off. But obviously resolving the stunt anims is the primary concern. Edit 2: Ahah! It was screwy bone indexes. Should have realised sooner. I assume the models must have changed at some point in development. Recompiling the stunt models against their supermodels fixed it. Now it just needs lip sync and a bit of minor tweaking to align it with the original video's audio track. One option would be to keep it as a purely in-engine scene. The only problem would be replicating the black screen edge "fog" VFX. You can't add any new video effect filters (like the inbuilt security camera blue/scanlines one), but you could potentially cheat it by putting a plane in front of the camera with an animated texture. Not sure how hot it would look though, and it would likely require different versions for different aspect ratios.
  2. 1 point
    I'm using a TGA and a TXI using the same name. But I don't know how I could attached or linked them ase they are. So I did my first TPC and look at that now... I guess I should have tried this sooner. Now I can fine tune it and improve it. Thanks for the info
  3. 1 point