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Posts posted by Xycaleth
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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.
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Other way around - will be for converting FBX models to GLM models.
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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
Sovietskiy Partizan likes this -
Everything looks fine there. Can you show what your .skin files look like?
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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
Boothand and Serenity937 like this -
As long as we dont make money - release the game for free, make it open source, and change everything in the assets folder that we plan on using.
The GNU GPL doesn't prevent you from making money. As the licence states:
To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software.
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).
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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.
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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
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So to clarify, using the shield wall item in SP causes OpenJK to crash? What does this have to do with cameras?item_enviro - sheld wall (?) in jk the camera turns on (as in case of mind trick 4) = no exit in OpenJK - crash game. in sp
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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.
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There's no evidence that supports this.
https://github.com/JACoders/OpenJK/blob/master/codemp/game/g_ICARUScb.c#L278
What do I win?
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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.
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Your package is ready Mr. @@Circa: https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2-osx.zip
You'll need to run it in terminal.
Circa likes this -
Developer 2 does actually give you more information. Or at least it did in regular jamp.
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Going to hold off on this for now. I want to finish FBX support completely before considering support for other formats.Requesting XSI 3.0/3.5 import support some day please so we can use the JKA anim source files.
Tempust85 likes this -
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 :/
Circa likes this -
....you probably want to change your passwords now, and remove them from your post.
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@@TheReferee can you describe what modding or game development experience you and each of your current team members has had in the past? And what mods you (and your team members) have worked on in the past which has been released?
This isn't a stab at you, but all too often people have tried to make "the next biggest thing in JKA" (and I'm guilty of this as well) but end up abandoning it half way through due to the lack of experience both in developing and pushing the mod forward to completion. Ideas for something bold and new aren't the problem. The problem is the ability to execute the ideas.
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You're correct on the prefixes you've guessed. bg_ means both games (shared between server and client).
Regarding client and server side in single player, the main distinction is in what each handles (and this applies to multiplayer as well). The server handles all of the game logic (e.g. should this player be able to walk forward, did their lightsaber hit something, what should the AI do next, and so on) and sends this information the connected players (or player in single player). The client side is responsible for handling the visual representation of the game.
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Fun note: there are no other sounds apart from vocals in this music video.
Apprentice, Omicron and Flynn like this -
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Okay, so the game doesn't seem to be reading loose files and the fs_dirbeforepak seems to be unrecognized in SP. What to do?
My bad. Didn't realise it's not in SP In this case, as long you're not replacing an existing menu (one which exists in a PK3), then you can put the menu files in the directory and the game should load them from there.
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Yes, unless you set the launch parameter fs_dirbeforepak to 1.
Circa likes this
FBX to GLM converter
in WIPs, Teasers & Releases
Posted
@@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.