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Xycaleth

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Everything posted by Xycaleth

  1. That didn't seem to fix any problems Looks like I'll have to do things the hard way.
  2. Good call on the tags Not sure why that's happened. I've applied the same transformations to the tags as I have to the meshes so they should be correct (or maybe the tags were in incorrect and carcass does some weird magic to fix them up again). I do plan to make a converter back to FBX. This seems easy enough, now that I've seen how the FBX format works Probably won't add this to ModView, at least not for now. The good thing about having a standalone utility for things like this is you can create a batch script or something similar to convert an entire directory of files to GLM. Haven't got to working on weighting just yet But another quick question! I'm having problems with texture coordinates as 3ds seems to export FBX with more texture coordinates than positions and normals. Are you perhaps preserving smooth groups when you export (if such an option exists)? Can you send me the model with and without smooth groups preserved if possible? Thanks
  3. Almost there Just texture coordinates to go now.
  4. 64GB is definitely more likely than 64MB.
  5. Thanks @@DT85 Looks like I need to do a bit more work to get tags and model rotated/translated properly, but aside from that I can start working on an initial release. It will allow modelers to export player models or non-animated models. No custom animations just yet.
  6. I own a server capable of running a master server. It costs me about $5 a month. Add to the fact that the master server is probably on company soil and they have system administrators looking after their other servers, it costs nothing (at least, not in financial overhead) to maintain the master server.
  7. Throwing more memory at your computer won't make it run faster. The limiting factor in compiling maps (and especially the lighting stage) is your CPU. This is why movie CG is rendered using multiple servers, each running the calculations on graphics card (which are very well suited to lighting calculations).
  8. @@DT85 are you sure you exported the model as Z-axis being up? Luke is rotated sideways, as you see in the screenshot with the Z axis pointing up. Maybe the model was already modeled with the Z-axis being up in 3ds so it got rotated again?
  9. Probably tags. Bones don't get drawn by default in ModView and it currently only has one bone anyway (in the same way that sabers have one bone).
  10. Say hello to a badly rotated and badly textured Luke: Still no proper bones, but at least there's something to see now
  11. One step closer! ModView can load the file now - I made a few mistakes with a few of the numbers in the format. Now it looks like the vertex data is screwed up so I'll be fixing that next. No screenshots yet as ModView shows a blank screen currently.
  12. Yay, first GLM file generated. Complete vertex data and texture coordinates. Only problem is it crashes ModView so there's obviously something wrong with it
  13. Usually a petition includes reasons for its existence. How about adding some to yours? not specifically for me, but for someone who doesn't visit the channel so often. Anyhow... /sign P.s. isn't this what polls are for?
  14. This means you're using iterators from different vectors and trying to compare them or use them in the same operation, so I doubt it's that line that's causing the problem
  15. I always felt there was a lack of any tutorials or documentation on how to use carcass and assimilate too. I plan to provide full documentation with this converter too I'd be happy to look into it, but I can't make any guarantees as to if and when it's started/finished
  16. Minor update. I have part of the glm file generated now. Don't worry, this will get finished
  17. Windows live mail maybe? I would be surprised if it didn't.
  18. Why would it need to be attached via bones and not tags?
  19. That's part of the server configuration. You can't change that through the map.
  20. Second line?
  21. Pragma once in a .cpp file won't do anything
  22. Probably a bug in JKA. You shouldn't be able to set cheat-protected cvars in your config file anyway
  23. Like ensiform said, the emotes (taunt doesn't count as an emote) are only supposed to work when you are duelling someone. Taunt can be used at any time. Regarding forcenext/forceprev, can you check that you're using the keys which are bound to forcenext/forceprev. It might be that you're using customised binds which aren't set in OpenJK.
  24. On players/models, no because the normal map stuff is baked into the lightmap. Players and weapons don't use lightmaps.
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