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Posts posted by Xycaleth
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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
Tempust85 likes this -
Odd. I'm using the same GLA and FBX file then... I'll double check things through I guess
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Health is transmitted in an event when the player gets hit
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Yes and yes
Akimoto likes this -
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...
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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
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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?)
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Did you read the read me file?
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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).
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I don't have any outstanding changes to rend2. All the changes I've made are already on in the repository.
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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.
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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.
Tempust85 likes this -
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
Tempust85 likes this -
Well, back on to animations, I'm almost there for models using the humanoid GLA
Circa likes this -
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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And disk space is cheap anyway
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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 You just have direct control over which surfaces are 'bloomed'.
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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.
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.
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Just because a vertex gets duplicated doesn't mean it has to be different. If you have duplicate vertices with matching normals and texture coordinates then you won't be able to see where they meet
Tempust85 likes this -
I'm almost there with the vertex weighting Just need a model to test with which uses the JKA skeleton *hint hint @@DT85*
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@@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...
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In your GameData folder. Then load up JKA using openjk.x86.exe instead of jamp.exe.
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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.
FBX to GLM converter
in WIPs, Teasers & Releases
Posted
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