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eezstreet

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Everything posted by eezstreet

  1. Doesn't appear to work, and is extremely irritating at that.
  2. Latest version of UU is a bit buggy, and I don't think Boba ever finished it.
  3. 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.
  4. ..Of sorts. You'd probably want to ask @@ensiform, @@mrwonko or @, since my version is definitely way out of date.
  5. 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.
  6. 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.
  7. The bot just scours the site and downloads things. It isn't interactive at all.
  8. 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.
  9. eezstreet

    Boba Fett

    Sorry, missed that detail.
  10. Played some Gunslinger today. Think the map might work well within the mod.
  11. 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.
  12. 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 )
  13. eezstreet

    Boba Fett

    Got a link to his blog?
  14. Anyone wanna get on that captcha?
  15. @Raz0r nice blur
  16. 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.
  17. Mine is better. Okay, maybe not.
  18. I've mentioned it in about 3 other threads, but I can see why you would have missed that detail. Sorry about that.
  19. 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.
  20. 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?
  21. 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.
  22. 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.
  23. I'm not very big on animé, but it does look like it would be a very good model candidate for JKA. Let me know how far you get with it. Always good to see freshly applied talent.
  24. i c wut u did thar
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