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Everything posted by eezstreet
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With that polycount, it'll actually fit in JA just fine.
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I dunno, it depends. Would it be a lot of work to have 5 fingers with all three segments?
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Elite Force was also by Raven Software, and like JK2 and JKA, it also required power-of-two textures.
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Java? Sounds like you might be interested in coding. Java and C/C++ have similar syntax. Java isn't generally useful for modding; it's more suited for full-fledged programs.
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Do note - non power of two textures is limited by hardware. Older graphics cards from like ~2005 won't really support non power of two textures.
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inform me of any issues that come up. You'll want Angelscript library to compile it, otherwise it should be ok. I'm updating the CMake stuff as I go so it should be fine.
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ah, but you don't need to be a great prophet of rend2 to reap in its many benefits
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Once I get rend2 working for it - yes.
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WIP [JAEnhanced] New Weapon System + Angelscript integration
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
...And that would be entirely irrelevant from this system. Not to mention impossible, like I mentioned above, even with a code mod. -
The support simply didn't exist period, so far as I know. You -might- be thinking of libpng errors, which were showing up due to a newer libpng (OpenJK updated the library). I squelched those in a later commit.
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WIP [JAEnhanced] New Weapon System + Angelscript integration
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
No. This is purely for weapon, force power, and probably HUD stuff. No under-the-hood stuff is involved. The game can't possibly support that anyway, since a GLM is only bound to one GLA. And anyway, I don't understand how this would make anything simpler; GLAmerge does almost the exact same thing. -
Nope. JKA added support for those.
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methinks that @@Grab has walked into the wrong thread
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Maybe a few unarmed ones, just sorta working and stuff (not just standing there, I mean having actual working animations), but have a few with torches and stuff that attack you
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Not quite. I have a plan on how to accomplish things though. It might be easier if the animations.cfg was in the same folder as the .glm though, as there isn't a way (currently) to get the animations.cfg when it's in other folders (such as skeletons/) Probably going to hammer stuff out more this weekend. I also got a fix for Angelscript stuff, so I have a big weekend ahead of me in terms of coding.
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This thread will outline the modding capabilities which have been extended from base JK2. Can now use PNG files for imagesCan now use GLMs for viewmodels (complete with animations)Changed the file format for the weapons.dat. It is now located in ext_data/weapons/ (default.json is the default). You can change which one to use via g_weaponFile.Weapons are scripted using Angelscript. The game will load these scripts from scripts/as/*.as. For more information, see this thread and this thread.You can now use modded gamecores. The game will search for DLLs in fs_game folder, then base, then gamedata folder. It is not compatible with the original gamecore. You must adhere to the terms of the GPL when making a new gamecore.
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If it's a severe enough issue, I can try and get a Mac VM running and see if I can get it compiled that way. As I recall, the only difference between my code and base is that it requires some extra stuff with Angelscript, and unfortunately the library linkage is a bit messed up in the CMake script. But at this point, I really am stretching myself quite thin.
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@@therfiles @@DT85 @@Silverfang, here's a test version https://dl.dropboxusercontent.com/u/46626270/JK2-HD/8ea479807fcd8f402f41c83966b66de8e9db0bbf.zip I will be putting out more ZIPs. Be sure to give me the exact filename of the ZIP when reporting issues (important as it tells me which build is causing issues)
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haven't heard the good news about rend2? i see you haven't embraced the way of rend2. Stop and ask yourself sometime, "what can rend2 do for me?"
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@@DT85: ingore me, i am an dum nob There WAS some leftover tag crap. D'oh. As you can see though, positioning is still a little wrong, this is probably because they set some positioning and scale stuff externally via some plaintext files, BUT the scale looks correct relatively speaking for JA. Lemme manipulate cg_gun_x and cg_gun_y to get some results. EDIT: Looks more menacing than a blaster, i'll give it that. fix position tho pls cuz it breaks animations when i use cg_gunx/cg_guny :<
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Except I disabled MD3 tags. I checked and the code it's using only does angle calculations based on viewaxis, which ought to be correct. Viewmodels are weird like that, that's why Raven opted for the weird positioning of stuff in _hand. It's not your model though, because it looks fine in third person (other than being more forward than it should be) EDIT: nope, it's bobbing calculation that does it, I think. EDIT2: nope, not it.
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It checks the extension. If it's .md3, it uses the original viewmodel code. If it's .glm, it uses the custom GLM code, but both sections of their code are almost identical (just checks for GLM/MD3 in a few spots). I have to actually write the code that does muzzle flashes and animations yet. I'd like it if you could rotate and position the gun model properly for me, so I can get a better view of the animations.
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@@DT85: not quite there yet:
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Need to get it stabilized and working first though. AngelScript currently crashes the game, but I can disable it for a first alpha until I get it working.
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Sounds like a solid plan to me. Do note that the loading order is actually backwards - the _hand.md3 (_arms.glm in this case) actually gets loaded first, and then the weapon GLM/MD3 gets bolted to the tag_weapon on the hand. BUT. if the tag doesn't exist, it puts it at 0 0 0. Currently I'm working on a chunk of code that allows you to specify what _hand model to use (or, if you don't want to specify one, simply flag with NoHandModel and it'll just not use it and use 0 0 0)