minilogoguy18 Posted August 26, 2013 Posted August 26, 2013 The model I posted should export without error, although you'll probably have to redo the UV map since it was edited a little too heavily to not ruin the map. You could also use this to get your models to MD3 without using Milkshape. http://jkhub.org/files/file/1648-ase-to-md3-or-glm-file-converter/ ChalklYne likes this
ChalklYne Posted August 26, 2013 Author Posted August 26, 2013 Next...I need to apply an env stage to this shader models/map_objects/tiefacility/huge_light_hollow { { map $lightmap rgbGen identity } { map models/map_objects/tiefacility/huge_light_hollow_diff blendFunc GL_DST_COLOR GL_ZERO rgbGen identity } { map models/map_objects/tiefacility/huge_light_hollow_spec blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_COLOR detail alphaGen lightingSpecular } { map models/map_objects/tiefacility/huge_light_hollow_glow blendFunc GL_ONE GL_ONE glow rgbGen identity } } I want it to have an alphagen const integer so I can adjust the amount of "reflection" in it. Any thoughts?
CaptainCrazy Posted August 27, 2013 Posted August 27, 2013 Bad edges always cause problems like this xD
ChalklYne Posted September 11, 2013 Author Posted September 11, 2013 Anybody know a great deal about shaders?
AshuraDX Posted September 11, 2013 Posted September 11, 2013 I just recently gave an example for what you wanted help with in this thread http://jkhub.org/topic/2575-making-env-mapsshiny-for-weapons/ Tempust85 likes this
Lamented Posted September 29, 2013 Posted September 29, 2013 Wrenches in the motor... That's what she said.
ZanderNao Posted October 4, 2013 Posted October 4, 2013 I really appreciated reading this and all the points raised in it. First of all, ChalklYne, I have a feeling you're going to make more progress than any of the other SWFU mods because you're accomplishing so much on your own and so graciously getting help when you can rather than depending on it. I think you'll do great. I've looked at your map progress for the Tie Facility and I am seriously impressed. Your talents are legendary and with the help of the others they're just going to get better. I can also respect the 'SP first' mentality, though I would be heart broken if it was 'SP only'. I think some of the best mods out there that I've seen I don't get to use much because they are locked into SP. The Dark Forces mod comes to mind. Mind numbingly awesome work went into it, it was beautiful, but if you tried to do anything with it in MP it crashed at once. There were so many maps I'd want to explore with friends and couldn't. SJC's Mos Kreetle preview map from JKG was a nice example of releasing something outside of the mod, so hopefully once you're satisfied with the SP experience someone can help release the maps as MP as well.Someone mentioned 'making the maps MP friendly'. What exactly goes into that? Do you strip down the scripting and add in a variety of spawn points? Are there engine differences?
ChalklYne Posted January 17, 2014 Author Posted January 17, 2014 I would just like to kick around a few ideas to the coders of the site and see what we end up with by the time this thing is done. Here is a wishlist of coding requests. I understand that none of the coders really like to try and implement new dynamics like this into the engine, but I'd at least like to start throwing ideas around. I will try to keep most of it as "simple" as possible, even though I know it is all daunting.1. GrippingI would like to be able to grip more than one person at a time depending if they are within a certain map units of the person being aimed at. If i aim at one stormie, and there are 3 within say 64 map units, grip them all.2. Joystick supportI would like the ability to configure an xbox 360 controller to the game and bind cfgs to the buttons. It works a little already, except the triggers wont work and im not sure what syntax to bind like...bind js11 exec poop.cfg3. Fake stress mappingI would like to be able to swap .skin files once an anim is executed. Like how animevents.cfg works with executing an efx file once an anim is played, instead each anim can call its own skin file mainly for fake stress mapping, but can also be used for a few other things. Mainly the fake stress mapping for facial anims though.4. Double jumpA way to incorporate double jumping instead of holding down the jump button and reaching ridiculous heights. Just a single tap of jump gets u up to about a force jump level 2, and the double goes up to about where force jump level 3 would take you. Eliminating those huge jumps you see as you won't really need them in this mod. Thanks for your time guys Bek likes this
ChalklYne Posted January 18, 2014 Author Posted January 18, 2014 Hey @@eezstreet I cant message you so I had to tag you. how big of a headache is any of this?
eezstreet Posted January 18, 2014 Posted January 18, 2014 1. i've been looking into grip code and it might be a bit of a headache to do 2. OpenJK supports this (or will in the future anyway) 3. ? stress mapping? no idea what this is 4. haven't looked into it but should be doable
ChalklYne Posted January 20, 2014 Author Posted January 20, 2014 So, I was thinking, what if I rigged each character as I make them to only one bone, so they don't really work ingame, then provide a link here for you guys to download it and reskin it yourselves. It will still spawn ingame and will be viewable in modview, it just won't have any anims >=)Then we will have a poll here and whoever gets voted the best reskin can have the fully rigged character. I just ask that you don't mass distribute the model i.e. upload it here. Just keep it, share it with some friends, and keep it as an award or something. First to go looks like the felucian most likely once I redo his head. @@therfiles @@Circa What do you guys think? Can I ask you to put up a poll section maybe once a month or so to this Overview section? Does it make sense to everyone? This will be an easy way for me to get some better skins since I suck at texturing, and also to get some of the work out and bug checked. I also feel like a douche for never releasing anything because I want to keep the mod as a whole. As long as everybody is cool and doesn't really mass distribute each model I'm cool. Omicron, therfiles and Tempust85 like this
therfiles Posted January 20, 2014 Posted January 20, 2014 Sounds pretty neat, if you get some skinners interested! And you can add polls to your topics without us, I think... ChalklYne likes this
Circa Posted January 20, 2014 Posted January 20, 2014 Yep. You can. This is a cool idea. I'm sure a few people will be willing to help out. ChalklYne likes this
ChalklYne Posted January 20, 2014 Author Posted January 20, 2014 Here is the first model in the contest.Felucian warrior with the long mask. Here is a pic from modview And proof that you can spawn him ingame as a playermodel to get a look at him I will be making different masks for him, but here is the first one ready to go I will be taking the best of the skins and doing a polypaint in Zbrush with them, then touching up the seams and stuff if you guys get any as I would like a bunch of different FeluciansI will go and fit his "hands" to the skele a bit better and weight paint him while you all are busy. You can *off the mask of course What do you say @@therfiles @@Circa? First one to 10 votes or so? Just leave screenshots here in this thread until I get a few gathered up to make a poll Once again, these models will be spawnable ingame, but will have no anims >=)Cuz I'm a jerk. Let me know if there are any issues. Enjoy https://www.dropbox.com/s/kx2ohdju1qm6two/felucian.pk3 katanamaru and Circa like this
Omicron Posted January 21, 2014 Posted January 21, 2014 I'll have a look at this this weekend, sounds like a great idea! ChalklYne likes this
Circa Posted February 26, 2014 Posted February 26, 2014 What's up with the mod xD ? You've posted like this multiple times. The mod will be done when it's done. Chalk just moved and has other things going on in real life. Just be patient. He will post progress when he has made some. GPChannel and ChalklYne like this
Tempust85 Posted July 19, 2014 Posted July 19, 2014 I'd rather necro a thread rather than post a new one. I have a question Chalk. Seeing as it looks like events of TFU 1 & 2 aren't part of the new movies & tv series universe (tbh looks like Disney is just forgetting Starkiller existed lol), how does this impact this mod?
Rooxon Posted November 27, 2014 Posted November 27, 2014 What's going on with this mod? Is it progressing or did it come to a halt? @@DT85 @@ChalklYne ?
Circa Posted November 27, 2014 Posted November 27, 2014 He doesn't have internet as of right now. He'll be back, I'm sure. Rooxon and ChalklYne like this
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