eezstreet Posted January 21, 2014 Author Posted January 21, 2014 I'm going to look into that.Awesome. I think it might actually be appropriate to start up a forum area sooner than I thought. Probably with sections: News, Discussion, Custom Games. News would be where I put new releases and stuff like that. Discussion would probably be for like contributions and helping people out. Custom Games would be where people would share their custom games. Circa likes this
Omicron Posted January 21, 2014 Posted January 21, 2014 Having the main menu as it looked on the gamecube version in this would be cool Grab and TheWhitePhoenix like this
eezstreet Posted January 21, 2014 Author Posted January 21, 2014 Having the main menu as it looked on the gamecube version in this would be cool With the source code release, it might be possible to get the actual menu and port it to PC, since they both use .menu and the same formats. The XBOX version used .gob files instead of .pk3s, and I think Gamecube did too. Only problem lies in actually making a .gob extractor. I think I started on one but never completed it. Omicron likes this
Boothand Posted January 22, 2014 Posted January 22, 2014 Do you have an overview of textures you'd like to improve or add? Since you mentioned that you mostly need help with texturing stuff. I could really use some practice and would love to try.
Omicron Posted January 22, 2014 Posted January 22, 2014 With the source code release, it might be possible to get the actual menu and port it to PC, since they both use .menu and the same formats. The XBOX version used .gob files instead of .pk3s, and I think Gamecube did too. Only problem lies in actually making a .gob extractor. I think I started on one but never completed it.To open gob files, I found these 2 forums topics which may help.http://www.planetcricket.net/forums/cricket-2005-forum/how-open-gob-files-13961.htmlhttp://www.lucasforums.com/showthread.php?t=153934
hhunter6 Posted January 22, 2014 Posted January 22, 2014 I'm officially stoked!!! I love JO as much as JK. I think that's really cool you were able to get those files from Raven. Looking forward to seeing how this turns out.
Tempust85 Posted January 26, 2014 Posted January 26, 2014 It would take some work, but I can convert those JO anims you're missing to work with JKA's GLA.
eezstreet Posted January 26, 2014 Author Posted January 26, 2014 It would take some work, but I can convert those JO anims you're missing to work with JKA's GLA.That would be extremely helpful. I'm not sure if that would cause a loss of quality however.
Tempust85 Posted January 26, 2014 Posted January 26, 2014 I'll see how I go with a complex animation and report back.
Tempust85 Posted January 27, 2014 Posted January 27, 2014 Ok, there is some very slight jittering on the right hand when it slams the saber down but the rest of the animation looks to be a 1:1 copy:
eezstreet Posted January 27, 2014 Author Posted January 27, 2014 Slight jittering you say? hmmm..Maybe I can get away with using the JK2 skeleton for certain scenes.
Tempust85 Posted January 27, 2014 Posted January 27, 2014 Yeah it's odd because the animation in 3ds Max doesn't jitter at all.
eezstreet Posted January 27, 2014 Author Posted January 27, 2014 Yeah it's odd because the animation in 3ds Max doesn't jitter at all.Is the jitter only from the JKA skeleton?
Tempust85 Posted January 27, 2014 Posted January 27, 2014 Yeah it only jitters when its been compiled. The animation in the JO GLA doesn't jitter.
eezstreet Posted January 27, 2014 Author Posted January 27, 2014 Does it jitter if you compile a JO animation?
Tempust85 Posted January 27, 2014 Posted January 27, 2014 That's the thing, I don't have the JO animation source. Raven never gave it to anyone, so I'm having to do this: - import the JO GLA into noesis- export it to FBX- import the FBX into 3ds Max- then exporting selected frames to XSI for compile with JKA animation source (other technical crap, but I won't bore anyone ) Finished half of the anims on my list btw. TheWhitePhoenix likes this
Tempust85 Posted January 27, 2014 Posted January 27, 2014 All done. Now how does one get JK2HD to work? I have the code compiled, just not sure what I'm meant to do asset-wise.
eezstreet Posted January 27, 2014 Author Posted January 27, 2014 All you need to do is use JK2 assets and run the game. It'll work then.
eezstreet Posted January 27, 2014 Author Posted January 27, 2014 Though be warned, I haven't written the code to handle JKA skeletons, so you might wanna run with com_jk2 off and rename the dll to jagamex86.dll in order to test Actually, on second thought, you should be fine.
Tempust85 Posted January 27, 2014 Posted January 27, 2014 It craps itself using the JKA GLA, a bone count mismatch.
eezstreet Posted January 27, 2014 Author Posted January 27, 2014 Figures. I'll have a look at it today and re-enable JKA behavior.
Recommended Posts