Guest KENNITHH Posted August 21, 2014 Share Posted August 21, 2014 He's modding SoF2 which uses a very similar engine to JKA. That's why he's seeking help here. exactly, but I am willing to help in any way to get the SoF2 gla in JKA / OpenJK Link to comment
Guest KENNITHH Posted August 24, 2014 Share Posted August 24, 2014 Back to the seams , how come that raven didn't have the seams in their models? As they have like 50 different groups/objects? Link to comment
minilogoguy18 Posted August 24, 2014 Share Posted August 24, 2014 Not sure about SoF2 but in JK2 and JA the seams are there, just mostly only noticeable if dynamic shadows are enabled or you're watching a cutscene with a characters face close up like the first JK2 mission for instance the opening scene in the ravens claw you can very clearly see the seams dividing kyles face from head object. Tempust85 likes this Link to comment
Archangel35757 Posted August 24, 2014 Share Posted August 24, 2014 @@Xycaleth, @@DT85 -- Maybe Raven had code in SoF2 to "heal" the normals along mesh seams? Is this possible while preserving intentional hard edges? Link to comment
Xycaleth Posted August 24, 2014 Share Posted August 24, 2014 The seams are visible with dynamic lighting because lighting is performed per-vertex instead of per-pixel. You would need to up the requirements a bit to get per pixel lighting working and also a lot of rewriting. Link to comment
Archangel35757 Posted August 24, 2014 Share Posted August 24, 2014 The seams are visible with dynamic lighting because lighting is performed per-vertex instead of per-pixel. You would need to up the requirements a bit to get per pixel lighting working and also a lot of rewriting. Per vertex??? So want this then cause the same issues with normal map characters? Is there no way to fix the normals of the overlapping coincident pairs of vertices??? Can we make use of supplemental information-- perhaps in embedded in the shader file giving the vertex pairs along the seams to rectify this by the renderer? Link to comment
Tempust85 Posted August 24, 2014 Share Posted August 24, 2014 I think it would just be easier to fix the conversion to Ghoul2? We know it's not the Max (and probably not XSI) exporters or the dotXSI format. Doesn't anyone have a contact in Raven they can ask for carcass's source code? I wouldn't mind also getting carcass_prequat.exe. minilogoguy18 likes this Link to comment
Xycaleth Posted August 24, 2014 Share Posted August 24, 2014 Per vertex??? So want this then cause the same issues with normal map characters? Is there no way to fix the normals of the overlapping coincident pairs of vertices??? Can we make use of supplemental information-- perhaps in embedded in the shader file giving the vertex pairs along the seams to rectify this by the renderer?Sorry, I should have clarified - it's per-vertex in the vanilla renderer. Rend2 uses per-pixel lighting for models. Archangel35757 likes this Link to comment
minilogoguy18 Posted August 25, 2014 Share Posted August 25, 2014 I thought at one point @@Archangel35757 had talked to a former Raven employee or someone who may have worked on the game during it's development, it would be awesome to be able to get the carcass source code for many reasons. Link to comment
Archangel35757 Posted August 25, 2014 Share Posted August 25, 2014 I thought at one point @@Archangel35757 had talked to a former Raven employee or someone who may have worked on the game during it's development, it would be awesome to be able to get the carcass source code for many reasons. Only Michael Chang (aka Chang-Kahn) would ever respond to me... then it seems he quit responding as well. Rich Whitehouse (maker of Noesis) use to work at Raven-- he's probably your best inside shot and getting them to release the Carcass source code-- it would be awesome if this would happen. We should also request the source code for ShaderED and EffectsED. Link to comment
minilogoguy18 Posted August 25, 2014 Share Posted August 25, 2014 Yeah, Rich seems to be the best bet considering his knowledge of code when it comes to 3d formats, he may have worked directly on the carcass program based on the things he knows. Link to comment
Tempust85 Posted August 25, 2014 Share Posted August 25, 2014 Just PM'd Rich, but he hasn't been on in a month though Link to comment
eezstreet Posted August 25, 2014 Share Posted August 25, 2014 Couldn't care less about EffectsEd, BehavEd or ShaderEd -- they're all MFC'd to hell and it would be difficult to get them working. It might be better to make a new tool altogether in something like Qt, which is cross-platform to begin with. EffectsEd and ShaderEd are a bit more difficult as they require some rendering expertise (something which I'm not too accustomed with) Archangel35757 likes this Link to comment
Archangel35757 Posted August 25, 2014 Share Posted August 25, 2014 Just PM'd Rich, but he hasn't been on in a month thoughHe's on #jacoders all the time. Link to comment
Tempust85 Posted August 25, 2014 Share Posted August 25, 2014 It's a no-go from rich. Link to comment
Guest KENNITHH Posted August 25, 2014 Share Posted August 25, 2014 I think it just needs a perfect skin then? : : from raven : new model, see the white lines , they are gaps : neck here just curious but the character models have some grey/white/black texture with _hit or _mat at the end could this have something to do with it ? or would it just be some hitmarker Link to comment
Archangel35757 Posted August 25, 2014 Share Posted August 25, 2014 Those hit textures are hitmaps used by the engine to register where they've taken damage and play corresponding animations-- stumble, limp, etc. (As I understand it) @@KENNITHH -- Are those standard poses in the SoF2 GLA? Or custom by you? Link to comment
Tempust85 Posted August 25, 2014 Share Posted August 25, 2014 Those gaps are weighing bugs. Easily fixed inside Max or Modtool. Archangel35757 likes this Link to comment
Guest KENNITHH Posted August 25, 2014 Share Posted August 25, 2014 Cheers @@DT85 Then I guess theres no issue for that And @@Archangel35757, its the standard poses, I'm not experienced enough yet to add new anims You're really interested in the ones of SoF2 arent you Link to comment
Archangel35757 Posted August 25, 2014 Share Posted August 25, 2014 Cheers @@DT85 Then I guess theres no issue for that And @@Archangel35757, its the standard poses, I'm not experienced enough yet to add new anims You're really interested in the ones of SoF2 arent you I think we should bring the SoF2 GLA ( Or a derivative thereof...) into JKO/JKA as a new NPC-type for troopers/soldiers... maybe I'll undertake this task when I get more time and finish my priority projects. Link to comment
Tempust85 Posted August 25, 2014 Share Posted August 25, 2014 Only problem I can see is writing up a decent .cfg since SoF2 doesn't use them. Link to comment
minilogoguy18 Posted August 26, 2014 Share Posted August 26, 2014 Yeah, it would take such a long time to watch all the animations play in modview and sort them out. So, the no go from Rich, was that because he doesn't have the carcass source or because he has it but is unwilling to share? Link to comment
Guest KENNITHH Posted August 26, 2014 Share Posted August 26, 2014 I remember there being a animation cfg though just called differently like average_sleeves.glm and average_sleeves.cfg, ill confirm this when I get home Link to comment
Tempust85 Posted August 26, 2014 Share Posted August 26, 2014 He was unwilling to ask Raven for us, and felt it was rude to keep prodding them about it. He didn't mention he had the code, but he said Noesis does everything carcass can. I then PM'd him back with the issue for his GLM export. Link to comment
minilogoguy18 Posted August 26, 2014 Share Posted August 26, 2014 Well then I guess the only way other than Noesis would be if someone knew how to get in touch with Mike Gummelt since he still works for Raven I believe and seemed to want the source for these games to be out. Link to comment
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