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eezstreet

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Everything posted by eezstreet

  1. In which direction? Importing a GLM or exporting?
  2. Thanks a bunch man.
  3. ok, so I've done some digging around. Apparently the way I mentioned was more or less exactly how the game handles it. However I can't determine an exact way to fix this, so I might wind up just patching .vwp parsing into OpenJK. :< sorry about that
  4. @@Stoiss or @@Serenity937 might have a link.
  5. Make an issue for it then? Have you tried it with all-base stuff?
  6. Ah, yes, this code. You won't have to worry about editing this per se. Mind showing me where your .vwp loading code is? I might be able to determine what you'll need to do, based on that.
  7. "still"First I've heard of it.
  8. @@Omicron: face Body could use some refining too, as it looks mostly like a single texture repeating itself, unless I'm missing something.
  9. I think there actually was a Facing Worlds clone brought to JA. I don't remember where it was.
  10. Mind showing me the general code that you're looking at? copy/paste in code tags is fine
  11. Going from memory, it's just a simple steam effect. Try looking in env/ for it (can't check atm)
  12. Like I said, this isn't the code that you're looking for. Change your code to how it was before in this file. You'll want to modify cg_weapons.cpp, this is the file that handles the visual effects of weapons. g_weapon.cpp alters behavior/damage of missiles.
  13. I think Omicron's skin is alright. The facial textures could use some work and there's some visible stretching on the arms (probably more of a fault of the model rather than the skin) I like the design. There's something that seems...off and I can't quite put my finger on it.
  14. Where is this code at? In the missile function you posted at the start of this thread?
  15. isn't much to show yet other than what's in this thread
  16. I still suspect that the cause is XSI itself, possibly in crosswalk but I'm not sure where the fault would lie. As you'll note though, there is some jittering on base JKA that is completely absent from JK2 and the format hasn't changed at all between those two games, so I'm not sure.
  17. pics pls of viewmodels using this effect
  18. I'd actually try and work on exporting, rather than importing. So if anything, I'd need anyone to check out whatever the program spits out, based on something simple like Kyle. That's supposing I get anywhere though.
  19. This reminds me of that one anime with Bryan Cranston in it. I'm struggling to remember the name of the show.
  20. Yeah, that does look a little like Lunar base. Huh. Still pretty cool though, I like what you did with the ceiling beams.
  21. Well, taking a look at the OpenJK ModView source code, I'll need to convert it to use CMake. That shouldn't be too difficult in and of itself. After that, I'll probably poke it a little this weekend.
  22. Yeah, I don't know much about ModView. I don't think it actually exports to GLM, but I know that MD3View does. I think @@Xycaleth's FBX importer is program-agnostic is it not? Should convert FBX->GLM. A modified ModView would be nice to convert GLM->FBX, and then a modified MD3View could import FBX. So...two steps total, and everything would be program-agnostic.
  23. Yeah, having MD3View or ModView serve as a two-way import/export for FBX would be the best option tbh. FBX seems to be the most common format out there, and ModView and MD3View both need the raw vertex data, so it'd be a simple matter of translating these vertices into the FBX format. I think, anyway.
  24. I'm not quite sure I understand this. The python stuff...is this what's inside the .xsiaddon, or is this code on the side? And the .xsiaddon is what would encompass the importer?
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