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Posts posted by Xycaleth
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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.
Tempust85 likes this -
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
Tempust85, Psyk0Sith and katanamaru like this -
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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
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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 tooThe reasons I can think of off the top of my head:
1) Gets rid of needing carcass to compile models
2) Do not need to export to .XSI format, you can export straight to .GLM
3) Should allow Maya users to make models for JKA
4) If .GLA export is implemented at some stage, this will allow Maya/XSI/3ds Max users to take advantage of any changes to the Ghoul2 format. Otherwise, only Blender users would benefit.
I'd be happy to look into it, but I can't make any guarantees as to if and when it's started/finishedNot to hijack a thread, but y'know what I'd really love? An ase to md3 or obj. converter that will preserve texture and shader information for JKA. Do you have a request list?
Szico VII likes this -
Minor update. I have part of the glm file generated now. Don't worry, this will get finished
Tempust85 likes this -
Windows live mail maybe? I would be surprised if it didn't.
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Why would it need to be attached via bones and not tags?
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That's part of the server configuration. You can't change that through the map.
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Second line?
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Pragma once in a .cpp file won't do anything
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Probably a bug in JKA. You shouldn't be able to set cheat-protected cvars in your config file anyway
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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.
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On players/models, no because the normal map stuff is baked into the lightmap. Players and weapons don't use lightmaps.
Tempust85 likes this -
Sure, it was general advice. Raz0r's post should fix the problem?
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You could always try it out one thing you would need to do is to make sure you use a misc_model and not a misc_model_static, otherwise I don't think a lightmap would be created for the model.
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To be honest, said "hacker" is probably nothing more than some kid who has nothing better to do and thinking he's "leet" by running one of probably numerous getstatus flood scripts circulating around the interwebs. If I were you, I'd send a report to his ISP (though from the information you've given, I don't see how you could know who this is) as a warning as he will probably continue attacking other servers anyway.
katanamaru likes this -
Does the bumpmapping effect only work on patches? Or does it work with brushes as well?
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Generally you should wrap the source file in namespace DisplayContext { } as well like you do in the header file. It's not common (and therefore confusing) to define namespaced functions like you do there.
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In simple terms it's exactly the same as a lightsaber works. You have a model attached to the player, and the saber damages anything that touches it when you're swinging it. The same can be applied to the whip, so the whole model does damage. The difficulty with a whip is it needs to be animated as well, which the code doesn't support. In an ideal world the whip wouldn't even be animated and would bend/flex using some basic physics system but that would be some way in the future
Tempust85 likes this -
I think @@mrwonko made a Jka game pack for gtkradiant 1.6. Or it might have been TheOneAndOnly.
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I've made a start on this and was happy to find that the FBX SDK is relatively easy to work with. Using @@DT85's FBX file I've been able to establish the surface hierarchy and extract the mesh data. Should be about a full day's work to get a basic converter working Now I just need to find the time.
ChalklYne, minilogoguy18, Tempust85 and 1 other like this -
The types of calculations you need for collision detection against detailed models would give a noticeable performance hit. This is why even modem games use a simplified mesh for collision detection.
Tempust85 likes this
FBX to GLM converter
in WIPs, Teasers & Releases
Posted
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).