eezstreet Posted February 19, 2014 Posted February 19, 2014 If OpenJK devs (@@ensiform, @@Xycaleth, @@Raz0r) are fine with it, sure. But there will have to be some modifications made to the weapons.dat stuff (nothing that will break compatibility however) Tempust85 likes this
Tempust85 Posted February 26, 2014 Author Posted February 26, 2014 @@eezstreet I have a port of your code (you'll be credited in the DF2 readme ) from JK2HD to DF2 almost done. It's using worldModel & skinfile, but from the weapons.dat and no json. The rotation of the model and the muzzle flash need fixing, but I'm not sure where to look and I'm pretty sure I copy-pasted everything over:
eezstreet Posted February 26, 2014 Posted February 26, 2014 Make sure you're copying the viewangles correctly and applying the axis correctly. That's the only thing I can think of off the bat.
Tempust85 Posted February 26, 2014 Author Posted February 26, 2014 Thanks, I forgot to add nohandmodel for the weapons.dat which fixed the gun rotation, now the flash just needs its rotation fixed. EDIT: All fixed now, just had to rotate the viewmodel flash tag in Max.
minilogoguy18 Posted March 17, 2014 Posted March 17, 2014 @@eezstreet, I figured I should just post this here since altering the code to reorient the tags for viewmodels probably would bork other GLM models since GLM and MD3 handle tags differently. This picture should explain. So if you were say to just convert all existing MD3 view models to GLM you'd have to alter all the tags simply just because both formats do not handle tags the same way even though they both use tags which is strange IMO. Also in case most people who don't model didn't know the local transforms of a tag have absolutely no value once in GLM or MD3 format, it uses the edges and their length to determine it's new local transforms once converted. I know this is a really late post but figured it could help people see what edge of a right triangle determines the axis in the 2 formats, from there game code dictates what axis does what. Like for instance saber blades always go along the tags -X for GLM.
Archangel35757 Posted March 21, 2014 Posted March 21, 2014 Shouldn't the long edge of the triangle point in direction of effect?
minilogoguy18 Posted March 21, 2014 Posted March 21, 2014 Looking at the axis in modview with show actual tag surfaces checked will show you, I don't think all effects are the same. Saber blades do go along -X. I know it seems odd but that's just the way it is.
mrwonko Posted March 21, 2014 Posted March 21, 2014 Shouldn't the long edge of the triangle point in direction of effect? Long vs Short makes no difference whatsoever, it's purely a matter of order. Which makes tags a pain to create since modeller's usually don't need to care about vertex order, so few tools support it well. Even Raven screwed it up occasionally, just look at r2's torso_head_cap.
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