Jump to content

Xycaleth

Members
  • Posts

    1,458
  • Joined

  • Last visited

Everything posted by Xycaleth

  1. Thank you for sharing. Did you have a question?
  2. And disk space is cheap anyway
  3. JKA bloom is also per pixel You just have direct control over which surfaces are 'bloomed'.
  4. 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. Yes, that's an option. I'll need some help on what kind of settings would be needed though.
  5. 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
  6. I'm almost there with the vertex weighting Just need a model to test with which uses the JKA skeleton *hint hint @@DT85*
  7. @@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...
  8. In your GameData folder. Then load up JKA using openjk.x86.exe instead of jamp.exe.
  9. I think you're referring to HDR there. Bloom on its own is pretty much the same as JKA's dynamic glow.
  10. My bad... these are caused by some pretty lame assumptions I made about the scene. Should be pretty easy to fix. Yay, awesome I've fixed the problem with the texture path now. Will upload a new version when I add in the fixes for the other things you mentioned.
  11. I've updated the exe with storing the texture paths, try again https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2.zip
  12. misc_model_ghoul doesn't work in MP apparently: http://www.lucasforums.com/showthread.php?t=133076
  13. Despite the problem with that surface, I'll make a test version available now lol. It'll help me with finding more bugs, and I can fix that particular bug along with the others that will inevitably come in. Download link: https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2.zip This is what it DOES do: Converts FBX file to GLM.Supports LODs.Supports static meshes.DOES NOT support: AnimationsSkeletonsHow to use: From your 3d editor, export the model as an FBX binary file (it might work with text too? I'm not sure). Make sure to triangulate the model, and set Z as up. Drag and drop the FBX file on to the exe file, and the model.glm file will be created in the same directory as your FBX file. I'm not releasing this on the JKHub files just yet until I'm sure the current features are working as they should. PLEASE reply back with any bugs you find, and also any improvements or suggestions you have
  14. Well that's odd Now I have to fix more stuff!
  15. And LODs are fixed I have a weird problem with LOD0 of your Stormtrooper though @@DT85. The r_hand_plate surface is in completely the wrong place On LOD1 and LOD2, they are in the right place though. I'm pretty sure it's not a problem with the converter either. (The little white blob below the stormie is the right hand plate.)
  16. Got to have another look today, and it looks like I've done LOD support completely wrong lol. Will need to rewrite a fair amount of code to fix this now EDIT: How many LODs does your stormtrooper have @@DT85?
  17. The problem with proning on slopes can be fixed by using inverse kinematics. There's some basic support for it in the engine (rancor uses it to grab players) but I don't know how flexible the code is.
  18. Oh really...then that simplifies things a bit for me actually
  19. Yep, there is LOD support - if I've done it right I see 2 LODs on the Luke model you gave me, which are the same. Is that right? Why would you need to list the player joints? Creating .skin files should be doable, as long as the FBX file has the correct texture paths. I can't remember what a .surf file does off the top of my head though!
  20. Would you guys want a GUI for this? There's not really much to show though to be honest. At the moment you can drag your FBX file on to the program icon and it'll spit out a GLM file, or you can use the command line if you want to specify the GLM file name. Adding it to ModView could be an option if I ever finish my platform port to Mac and Linux, but for now that's off the table
  21. Forgive me for being the sceptic, but isn't 30 maps a little too much? Especially if they're all reasonably sized.
  22. I would just use oriented bounding boxes for prone. The collision code already checks for when the bounding box is rotated but falls back immediately to using axis aligned boxes (at least I think this was the case). If you replaced this with the appropriate code then there's no reason why you can't use rotated bounding boxes for collision
  23. According to Wikipedia, Lucas had already planned out 12 episodes for Star Wars. Lucas' biographer believes that Disney will follow Lucas' outlines, so let's hope they really do He's probably asking what modding experience you have had before.
  24. A few more hours of work later, and we can say hello to Luke properly I just need to fix up bolts, and make the converter usable. And I made a mistake in an earlier post - this first version will only be able to export non-animated models. I haven't looked at fetching the weighting information from the FBX file yet. For jokes, here's some WIP screenshots while I was trying to get this to work
×
×
  • Create New...