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Posts posted by eezstreet
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What would
What would someone do that would be so so bad with this information that warrants it being hidden from other's learning it? Pretty impressive that things have been done I thought simply not possible and I was wondering - la_zoom - Broken. Is meant to toggle light amplification goggles, which have no shader in JA. - what shader/ files do I need to replace them and could I get them from jk2's demo?
Hacking people's mods, for starters.
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Probably shouldn't? caulk_lava and caulk_water aren't solid, so if you aren't careful, players will fall through the map. Not very pleasant. I'm not sure what the difference is between the two is though.
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One does not simply learn the ways of reverse code engineering without knowing the way of forward code engineering
My only fear is that this knowledge would get into the wrong hands, which is why we have a secret coding forum, I guess.
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Doesn't appear to work, and is extremely irritating at that.
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Latest version of UU is a bit buggy, and I don't think Boba ever finished it.
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Yep. It's some kind of archive for sure, but I'm not sure how the format differs from the Doom 3 version. I'd have a go at it if Windows Explorer wasn't so screwed up for me.
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First person models don't use the same shader as the third person variety, I think. First person guns have a specular shader applied, which I don't think the third person has applied to it. Your best bet would be to find and fix that shader.
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If the videos are the same as the Xbox version, I can likely just use the originals, since I have the Xbox version's disc mostly decompressed. The majority of the assets are inaccessible, but I do have access to the videos.
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The bot just scours the site and downloads things. It isn't interactive at all.
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Aye, the cvar exists. It's referenced in at least one area, I haven't actually pried open the DLL using IDA to determine whether or not it's used in more than one spot.
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Played some Gunslinger today. Think the map might work well within the mod.
therfiles likes this -
FYI, Raven has been very unresponsive as of late. Even my usual contacts stopped talking even halfway into a conversation. I'm beginning to get a bit nervous.
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Split screen isn't happening, sorry. The way they checked if the client is a player throughout the code is pretty retarded:
if( ent->s.number == 0 )
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I'm assuming he was referencing the song "Hero" by Skillet.
"Gotham needs a hero" etc
Darth_Bothersome and Fighter like this -
Anyone wanna get on that captcha?
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@Raz0r nice blur
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Just for reference, Galak only contains around 2k verts total (or so ModView claims anyway). Objects can have around 1k verts before they poof, and 32 objects per model. The GMan in Half Life 2 has around 10k verts, Alyx Vance has around 9k, and Barney has around 6k verts. With that in mind, it really shouldn't get in the way of things.
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Mine is better. Okay, maybe not.
Circa, Omicron and Barricade24 like this -
Kind of hard to see where you're coming from when you didn't mention about jacking up the face tri counts. Of course if that's done, then a complete set of facial bones would look fine.
I've mentioned it in about 3 other threads, but I can see why you would have missed that detail. Sorry about that.
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I'm aware that the gamecube had different menus. If I did that, I'd want to get the controllers working in the menus first. If you give me some screenshots of the original menus, it shouldn't be too difficult for someone to photoshop them (but I'm a bit unable to atm because I need to reinstall windows on my main PC).
There's also a hidden credits screen which was cut, and I'd like to put it back in.
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I agree with eezstreet... there are 32 facials bones (just counted them now in the 3ds Max skeleton)... and while it is true that the action animations use fewer facial bones because they're not needed for action/fighting... I strongly believe that ALL 32 facial bones (and any other missing bones...) need to be in the baseline root.xsi recompile. That way for action animations... people can only weight their mesh to the lesser facial bones only in the original released .xsi files-- but they can make a separate cutscene cinematic character where the face is weighted to all 32 facial bones using a complete root.xsi-- thus allowing for greater facial animation details and a much greater cinematic cutscene improvement... this is what I plan and was hoping to collaborate on with you.
Glad to see that someone sees where I'm coming from!
Yeah, I was thinking about using versions of Kyle/Jan/whatever with higher poly faces and custom animations for the cutscenes. I've been reviewing the original script of the game and it seems like the game could greatly benefit from this. There's also a few unused cinematic sequences and missed opportunities because of the console/game limits of 2002. I believe that the game will need some hacks to allow for more animations, but that shouldn't be too difficult, hopefully. Just a matter of redirecting all of the animation-related functions to use my custom animation set. You are talking about doing this for JK2, yes?
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Could just learn Softimage and make better animations using that. MB2 doesn't add a whole lot of new anims other than SBD ones (off the top of my head anyway)
JA needs a her- err, animator.
ShadowDelta92 and Setlec like this -
Why are the tarsal bones necessary, if I may ask? What about mouth bones? (those seemed a bit lacking to me) I was looking into some stuff for JK2 also for more defined facial animations.
JA+ How to create different teleport effects
in Modding Assistance
Posted
As I've said once today already,
if you've got coding down pat quite a bit and know the basics behind the game figured out, this isn't totally difficult, but I'm afraid you'd have to explain a bit further what you mean.
Your best bet would be to pester @ about adding in that sort of thing as a feature to JA++ (which last I checked is more stable than JA+? Slider never fixes bugs anymore, so go figure)