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eezstreet

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Everything posted by eezstreet

  1. aha, you are correct indeed, I had to look through the samples a bit further to find it
  2. hi I have started work on getting MD3View to load FBXes, here is my progress so far. no textures or animation supported yet (might not even support animations in the final product as it looks like FBX doesn't do vertex based animation, might just have to import the frames one by one)
  3. I suppose, but not by much. Telling you that you've got a cx5 in rend2 somewhere isn't exactly enough to generate the solution.
  4. fyi these types of logs aren't useful at all, they don't provide any sort of meaningful information
  5. Hmmk. I don't know specifically how MD3View works, I haven't examined it yet, but ModView looks like it acts very, very similar to how the base game works.
  6. In which direction? Importing a GLM or exporting?
  7. Thanks a bunch man.
  8. 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
  9. @@Stoiss or @@Serenity937 might have a link.
  10. Make an issue for it then? Have you tried it with all-base stuff?
  11. 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.
  12. "still"First I've heard of it.
  13. @@Omicron: face Body could use some refining too, as it looks mostly like a single texture repeating itself, unless I'm missing something.
  14. I think there actually was a Facing Worlds clone brought to JA. I don't remember where it was.
  15. Mind showing me the general code that you're looking at? copy/paste in code tags is fine
  16. Going from memory, it's just a simple steam effect. Try looking in env/ for it (can't check atm)
  17. 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.
  18. 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.
  19. Where is this code at? In the missile function you posted at the start of this thread?
  20. isn't much to show yet other than what's in this thread
  21. 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.
  22. pics pls of viewmodels using this effect
  23. 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.
  24. This reminds me of that one anime with Bryan Cranston in it. I'm struggling to remember the name of the show.
  25. Yeah, that does look a little like Lunar base. Huh. Still pretty cool though, I like what you did with the ceiling beams.
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