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eezstreet

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Everything posted by eezstreet

  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. Well, what have you added? And what specific errors are you getting?
  6. What isn't defined? Please be a lot more specific.
  7. @@Xycaleth suggests that the bones are jittering due to a loss of precision from the ghoul2 format itself. ...however. That wouldn't explain why JK2 base animations have no jitter whatsoever, and JA ones do.
  8. ? the console versions of the game didn't have co-op
  9. Stylish extension for Firefox
  10. Because that's not where the muzzle effect is handled, for any weapon at all actually. The game sends an event to the client with the missile->s.weapon as a parameter. You'll need to overwrite this behavior to handle vehicles specifically. https://github.com/JACoders/OpenJK/blob/master/code/cgame/cg_event.cpp#L525 Follow the chain of function calls here until you find the code that handles muzzle flashes. As you'll note, CG_FireWeapon sets cent->muzzleFlashTime so that the client can then draw the effect. Just scanning around here, it appears to be used for this chunk of code here: https://github.com/JACoders/OpenJK/blob/master/code/cgame/cg_weapons.cpp#L912-946 Somewhere in this if(){} block, you'll want to add a check for it being in a vehicle (maybe set missile->s.eFlags in that function you posted, and then checking it here?) and then playing the effect from the .vwp.
  11. The muzzle flash would likely be handled in cg_weapons.cpp or somewhere on the client. I'm not sure how SP handles it but you might try and use the "Find All References" tool to see where WP_BLASTER is being used in the vehicle code. Also, please use an image sharing service like Photobucket, Imageshack (or even Dropbox) for hosting your image.
  12. welp brb going back to land of the dead
  13. unless they're using a proxy/vps, in which case good luck
  14. what the hell is stargate
  15. Hmm. What language is the original plugin written in, and what is the one you're wanting it for written in? (You want this for Softimage, correct? compatible with mod tool at all?)
  16. erm like what kind of resources http://www.learnpython.org/ is gud though
  17. good. this new background pic does wonders for my screen
  18. Welp, that source code is available as well. Was released a few months to a year before the full source release.
  19. not unless you feel like it being done in 5 years time..i have enough on my plate as it is
  20. This is a known issue, even with the base game. It's because the game uses very inefficient ARB shaders for the effect. One way you can fix it is to set cg_renderToTexture 0 (I think is the name of the cvar)
  21. I think actually the only mod that doesn't support OpenJK is MB2, and they've said in the past that they wont touch OpenJK with a 50 foot barge pole.
  22. python is shit easy, so it wouldn't be too difficult to learn it
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