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Xycaleth

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Posts posted by Xycaleth

  1. 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
  2. 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.

  3. 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.

  4. The two do combine though, good HDR feeds into bloom so when the HDR makes the screen really bright the bloom acts on that. Plus JKA bloom is per shader but real bloom is pixel value based.

    JKA bloom is also per pixel :P You just have direct control over which surfaces are 'bloomed'.

  5. @@Xycaleth

     

    The FBX file I sent you last of my Stormie should be ready to go, it just has it's own animation that I use for testing purposes.

    I need a model that is weighted to an existing GLA :( It looks like your Stormtrooper uses its own skeleton. It needs to be an existing GLA as I can then test the weighting stuff separately from generating the GLA file.

     

    @@Xycaleth

     

    Will there be a script file to use with the converter once there's more features/options? One thing I can think of right now we would need is setting the scale.

    Yes, that's an option. I'll need some help on what kind of settings would be needed though.

  6. @@DT85 I don't have the smoothing group information in the FBX file as far as I can tell. And I'm pretty sure that where two groups meet, the exporter which creates the FBX file duplicates the vertex positions so that the duplicate can have different normals from the original (to create a hard edge). Might be wrong though...

  7. Also.. it's not exactly dynamic. In fact it's pretty linear. Bloom is much more dynamic, it responds to everything on the screen at once and changes when the visuals do.

    I think you're referring to HDR there. Bloom on its own is pretty much the same as JKA's dynamic glow.

    Futuza, eezstreet and MoonDog like this
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