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eezstreet

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Everything posted by eezstreet

  1. misc_model_static and misc_model_breakable are sent as entities. Non-dynamic lights are not considered entities. Max entity limit is 1023, keep in mind this includes players, bodyque, projectiles, lightsabers, and NPCs (which also have bodyque + projectiles + lightsabers). Also, triggers, target entities (except target_speaker), NPC spawners (but not the NPCs themselves) are treated as logical entities in some mods (Lugormod, JKG, ...?) and do not count towards the entity limit.
  2. I'm willing to bet that its something more from your script than from the game.
  3. MEEEEEEEEEEEE
  4. not sure why JK2 matters, they use the same restart script for both JK2 and JKA
  5. no. I'm doing it via GLSL whereas MME does it on the CPU which is slower. I can't say if the methods are the same or not as I'm not really familiar with all the different motion blur techniques. (Also, @@Xycaleth or @@Scooper or someone should poke it and tell me why it is buggy, I've got it like 80% working now, just has some bug with the color or something)
  6. but mp/ffa3 broke so hardcore now (ignore trippy blue/green/red/yellow colors, working on motion blur)
  7. How did you manage to get this build of the game exactly? o_O
  8. why even bother at this point if Noesis does the same exact thing.
  9. I suppose you're right. I'm just so over working on this tool, it's been nothing but a big headache navigating through Autodesk's decrepit documentation (most of the resources on there reference stuff which doesn't exist anymore)
  10. @@DT85: VM_IDLE and VM_READY now work correctly. Might be worthwhile to start on hands and/or force power stuff
  11. It's a bit beyond my knowledge. If someone like Xycaleth wants to take a stab at it, then by all means. Otherwise, I don't know.
  12. Yep, I can do that. I believe fang wanted to use that sort of thing anyway. (for idle animation)
  13. I thought he was referring to the view. I'm not exactly an expert on 3D math of that sort () so I'd rather leave that up to someone more experienced in the area.
  14. That's not something I can really fix unfortunately, I assume that's not a big deal for modellers? Also, Z axis up is an OpenGL thing, Y axis being up is a DirectX thing. Won't change.
  15. You're passing in a blank parm somewhere, causing it to assert.
  16. This has been discussed before.
  17. If you're wondering why there's a slight bit of glitching - SP has a bug where the first person weapon switching animation is off by one frame, this is actually present in base if you pay close enough attention. I think the firing anim needs to have a higher anim rate imo, that would probably fix most of its issues. (also the ROOT animation isn't used by player models either ) What are your plans going forward? Perhaps you could discuss things with @@Silverfang.
  18. inb4 jk2:hd
  19. @@DT85: The viewmodel animations are done. Some notes: - should probably raise anim speed of firing (some frames get clipped off) - the raising sequence needs either a faster anim or a few frames dropped off from the beginning (I had a few issues in general with this particular animation having too many frames) lowering works like a charm though
  20. It does. q3map2 does different things based on game. And no, entities aren't affected by what game you use for q3map2.
  21. Shroomduck's maps were the first ones I played. True story.
  22. There's a cvar that you need to turn off. I forget what it is.
  23. No. Bolts can be applied to tags or bones, so naming tags bolt_ isn't very accurate. Also the Raven convention is * for GLM models, tag_ for MD3 models. EDIT: I think there's also some engine things which require the tags in GLMs to start with a '*'. I recall seeing some code which checks for if(tagName[0] == '*')
  24. y u break it xyc
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