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Xycaleth

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Everything posted by Xycaleth

  1. Xycaleth

    Hey there

    Ohai. Welcome to the Hub I think I remember you (or at least your name) as an ex-JKG dev?
  2. All you need for admining is the kick and ban commands
  3. I couldn't find any smoothing group information in the FBX file. @@DT85 I think there's an option to export smoothing groups into the FBX file in Max?
  4. Strange. Carcass must be doing something different. I'm taking the vertex data from the FBX file, removing duplicates and then writing that to the GLM file, so I don't see how I have such a high vertex count.
  5. What warnings do you get? And does the wireframe in ModView look identical to the one in your modeling program?
  6. I don't think physics engines even existed back when JKA was made. But you're right, JKA doesn't use a third party physics engine so any additional physics like better ragdoll would have to be coded up by someone. I'm interested in having a go, but I have a long list of things that need doing first.
  7. @@DT85 Does your stormtrooper model you sent me get converted correctly by carcass? i.e. are all surfaces below 1000 vertices? When using the FBX you gave me, some of the surfaces have over 1000 vertices: the helmet surface is by far the worst offender with 2808 vertices.
  8. There's no MD5 model support; "only" MDR, MD3, IQM and GLM. I don't want to add any more model formats - it just makes it easier to introduce more bugs.
  9. Other way around - will be for converting FBX models to GLM models.
  10. It'll be a while before it's properly useable, and at some point I want to change the rend2 shaders to something even more simpler. It seems like I'm the only person doing any work on it, and I also have my FBX converter to work on too
  11. Everything looks fine there. Can you show what your .skin files look like?
  12. I haven't tried your mod, but the problem with the lack of saber system manual intrigues me. A problem I've found with other saber system rewrites is that even with a manual or videos it's difficult to understand how to make good use of the saber. A good idea (if not now, then perhaps in the future), would be to have an in-game tutorial telling and showing you how the new saber system works. Completing certain tasks would green light the player, and they can progress on to the next part of the tutorial. Maybe it could be Kyle or some other Jedi teaching you
  13. The GNU GPL doesn't prevent you from making money. As the licence states: So you can still sell your software, and only then do you have to make the source code to those who own the software. But from there, I think the people with your source code at then at liberty to distribute it for free (I'm not certain on this).
  14. It's likely due to the error you see in your console saying "Com_sprintf: overflow of 66 in 64". This can mean one of your surface names, shader names, model names, etc is too long - the limit is 64 characters, but something is 66 characters. I would start with looking in your .skin files first, and check that your surface names and your shader names are all below 64 characters long.
  15. Using an iPhone to read one of the news stories, the formatting for the comments underneath the story are completely messed up. I'll see if I can get a screenshot. Edit: here's a screenshot https://www.dropbox.com/s/fgbofmknclj2okf/image.jpg
  16. So to clarify, using the shield wall item in SP causes OpenJK to crash? What does this have to do with cameras?
  17. You will most definitely not want to be using visual studio 6. If you want to compile the code then download the express edition of visual studio 2013 and update the code so that it compiles under that. From a technical standpoint, visual studio 6 is a buggy and broken piece of software.
  18. https://github.com/JACoders/OpenJK/blob/master/codemp/game/g_ICARUScb.c#L278 What do I win?
  19. By the way, I have no idea if the model produced actually works I just compiled the code as it was. If it doesn't work, let me know and I'll have a look.
  20. Your package is ready Mr. @@Circa: https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2-osx.zip You'll need to run it in terminal.
  21. Developer 2 does actually give you more information. Or at least it did in regular jamp.
  22. Going to hold off on this for now. I want to finish FBX support completely before considering support for other formats.
  23. It's not quite ready yet to put up in the files section. I'll look at making a mac version tonight when I get home from work I also need to get back to working on this :/
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