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Xycaleth

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Everything posted by Xycaleth

  1. Nevermind my original post... I can't read what happens if you don't link the NPC to the waypoint? Original post: Is this for JKA or JK2? Rich's NPC tutorial might only work correctly for JK2.
  2. Bounding box shouldn't be a problem. The cloth will just go straight through any walls or crate objects - there won't be any additional collision checking for it. As DT said, the game only uses a standard bounding box for collision detection against the map.
  3. OpenJK should be playable on Mavericks now.
  4. Awesome. I thought the Stormtrooper looked a bit weird in-game... lol
  5. @@Asgarath83 Do you still have the FBX files that you converted? Or do you know if your friend still has them? They would be very useful to some people here
  6. Okay that sounds reasonable
  7. Probably, but if a different scale is used from that specified in the GLA then the animations won't look right. When I get around to writing the GLA exporter I'll take the scale from the FBX file and write it into the GLA file.
  8. Didn't you say that noesis renders the FBX correctly though? If that's the case then I'm probably doing something wrong. Model is already be scaled by the scaling factor specified in the GLA file For the humanoid GLA this is 0.64.
  9. Subtle bugs are subtle I have a feeling this is somewhat related to the hand guard being in completely the wrong place, and will take a bit longer to figure out... why most of the other surfaces are in the correct place and not the guard is still a mystery to me. Thinking about it more, it might be another Ravenism (new word of the day?) where there's an odd quirk to exporting to GLM and they've just hacked around the problem in carcass rather than fixing it :/
  10. Actually, a question I meant to ask, but forgot, was whether the normals look right on the exported GLM model. If someone could check that out, I'd be grateful
  11. Converter has been fixed I accidentally removed a vital bit of code to do with identifying which bones influenced which vertices, when I was cleaning up the code Link is the same as usual: https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2.zip
  12. Odd. I'm using the same GLA and FBX file then... I'll double check things through I guess
  13. Health is transmitted in an event when the player gets hit
  14. Interesting.... @@DT85, can you send me the model and GLA file you're using? Maybe I should add some logging in to this to make debugging a bit easier...
  15. Oh, it looks like I forgot to add an error message if the GLA file couldn't be read. If you run the converter on the FBX file without specifying a GLA file then that's the output you should expect. I'm guessing the converter doesn't output anything apart from "Converting <modelname> to GLM" when you specify the GLA file. Have you extracted the GLA file from the PK3? If so, try putting the .GLA file in the same directory as the converter and running: fbx2ghoul2.exe -anim _humanoid.gla stormtrooper.fbx
  16. Is that where the GLA and FBX files are actually located, relative to your bat file? (So you're running it from your base/ folder?)
  17. Did you read the read me file?
  18. I've updated the program. Same link as always https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2.zip So now it can convert weighted models from FBX to GLM, as long as the model is using an existing skeleton (such as _humanoid.gla).
  19. I don't have any outstanding changes to rend2. All the changes I've made are already on in the repository.
  20. The GLA file already states how much to scale the model, but this applies to the whole model. Are you asking to add support for scaling individual bones? Jiggle bones won't be possible without changes to the renderer so that's a no go - at least for an exporter.
  21. The problem is and always has been the exporter. I'll look at fixing this problem in my exporter. I have a few ideas about how to go about fixing the problem.
  22. Let's try that again (ignoring the floating armour from the right hand for now lol) So looks like exporting models which use the humanoid GLA file works now! I'll tidy up the code, and then upload a new version of the exporter tonight
  23. Well, back on to animations, I'm almost there for models using the humanoid GLA
  24. Unless this is done in single player only, there are a lot of technical challenges associated with this style of controlling the saber when making it work over the Internet as you have to deal with latency. The difference is already noticeable between SP and MP with the current saber system. Blocks and sabering in SP feel more solid and responsive, whereas MP feels kind of random and a bit flimsy; and this is with predetermined animations. If you allow the players to literally draw out the path of the saber, then lag will be a major downside to your idea and it will look quite bad if done poorly.
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