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Everything posted by eezstreet
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Little known fact: JKHub.org has a JKA master server built into it. In order to use it, servers should set their sv_master2 to master.jkhub.org. Certain mods (JA++ comes to mind) including the All Seeing Eye use these extra master servers. However it doesn't appear that a lot of server owners do this. Furthermore, the feature isn't documented in the Services section. Maybe someone should do something about that.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
eezstreet replied to Archangel35757's topic in WIPs, Teasers & Releases
Hmm. That's rather confusing then. /me walks out of the thread -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
eezstreet replied to Archangel35757's topic in WIPs, Teasers & Releases
Assimilate creates a .car file from the ASE/XSI, and Carcass compiles it (the .car) into a .glm(/.gla?) -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
eezstreet replied to Archangel35757's topic in WIPs, Teasers & Releases
Carcass doesn't process the XSI or the ASE. Assimilate does. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
eezstreet replied to Archangel35757's topic in WIPs, Teasers & Releases
MOAR FORMATS THOUGH -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
eezstreet replied to Archangel35757's topic in WIPs, Teasers & Releases
Actually that's not a bad idea at all. Having an FBX reader as part of Assimilate could be useful. I wonder if there aren't any other formats which would be useful to add to it, like COLLADA. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
eezstreet replied to Archangel35757's topic in WIPs, Teasers & Releases
Well I think dotXSI is a proprietary format, is it not? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
eezstreet replied to Archangel35757's topic in WIPs, Teasers & Releases
Indeed. Adding support for Assimilate sounds like the best way imo. How did you handle the missing resources? I just pulled mine out of the current Assimilate using Resource Hacker. Not sure what you used. Is there a public link to your repo? -
Like I said, they never saw the light of day (as in, they're referenced, in some cases literally everywhere but nonexisting anymore). The only one that I know for sure has to exist is fontgen.
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Have you recently updated your video drivers?
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
eezstreet replied to Archangel35757's topic in WIPs, Teasers & Releases
I've got Assimilate compiling and working. I'll put up a Github repository in a few with a fixed version of it. Upon brief examination, it would appear that you can load pretty much any format with this provided you write your own checks in ReadASEHeader_Actual in Sequences.cpp. Were you looking to upgrade the XSI format used by Assimilate or make it use different formats entirely? -
Yup. There's a variety of tools that were used at Raven HQ that have never seen the light of day. FontGen (generates .fontdat) and StripED/StringED (makes .sp/.str files) are also mentioned, and I've read a thing or two about a tool called ShaderTree. That's about the extent of what I know.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
eezstreet replied to Archangel35757's topic in WIPs, Teasers & Releases
Assimilate does it. They have a libxsi in the assimilate tool. We should be able to add support for more formats for Assimilate, but if I'm not mistaken, it's done up in MFC, so I'm not too sure on that. EDIT: no it's not done up in MFC, it's just missing a few resources which I can scrounge together rather easily -
Truthfully, I have absolutely no idea what tool they used for ROFFs. There is a few tools mentioned that I'm not too sure about -- ConfusED, SklView and AnimatED.
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There's a few other things that I can think of, like the datapad for instance.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
eezstreet replied to Archangel35757's topic in WIPs, Teasers & Releases
Perhaps it would be best if I understood the process a little bit better. What does Assimilate do, and what does carcass do? Why is the XSI version important? As I understand, Assimilate is just a GUI front end for carcass, yes? -
See if @@redsaurus can build you eezstreet/OpenJK:jk2hd. That's where my code lives, and all of the changes will have no effect on compatibility.
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I can get you my already-compiled version, if you would like.
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minizip is the library that the game uses to handle the ZIP/PK3 format.
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This is really awesome. I like how you mimicked the scene almost 1:1 with how the movie deals with it. Great job on getting the scene filmed well. It really does look pretty good. However there are a few things that could be improved upon. I think first that the base space skybox is rather awful/ugly, but that's just me. Secondly, the first scene isn't quite 1:1 with the movies. Yours is at more of an angle, while the movie was more of a wide shot with the ship going straight into the scene. Overall, looks good and I'd like to see how you handle the gameplay portions.
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Suggestions about the JA and JO source code
eezstreet replied to Mizore's topic in Jedi Knight General Discussions
I agree with 5. It would make the power a lot more usable to me. But the biggest issue I have with speed is that it makes the movement and friction into essentially pudding because it alters the timescale as well as the movement speed. I think the movement has to be tweaked greatly imo. 13 sounds interesting too. The ability to disguise yourself would be pretty interesting I think. -
Suggestions about the JA and JO source code
eezstreet replied to Mizore's topic in Jedi Knight General Discussions
erm most of these suggestions were already possible prior to the source code being released in April of last year. -
Shouldn't be too difficult to add a chr_r language then. But I thought there was already a Russian language version of at least JK2?