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Xycaleth

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Everything posted by Xycaleth

  1. 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.
  2. 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.
  3. 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
  4. Well, back on to animations, I'm almost there for models using the humanoid GLA
  5. 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.
  6. Thank you for sharing. Did you have a question?
  7. JKA bloom is also per pixel You just have direct control over which surfaces are 'bloomed'.
  8. 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.
  9. 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
  10. I'm almost there with the vertex weighting Just need a model to test with which uses the JKA skeleton *hint hint @@DT85*
  11. @@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...
  12. In your GameData folder. Then load up JKA using openjk.x86.exe instead of jamp.exe.
  13. I think you're referring to HDR there. Bloom on its own is pretty much the same as JKA's dynamic glow.
  14. 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.
  15. I've updated the exe with storing the texture paths, try again https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2.zip
  16. misc_model_ghoul doesn't work in MP apparently: http://www.lucasforums.com/showthread.php?t=133076
  17. 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
  18. Well that's odd Now I have to fix more stuff!
  19. 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.)
  20. 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?
  21. 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.
  22. Oh really...then that simplifies things a bit for me actually
  23. 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!
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