Jump to content

redsaurus

Members
  • Posts

    352
  • Joined

  • Last visited

Everything posted by redsaurus

  1. Answer: I don't. Caps are turned on to pretty much hide tiny mesh holes, but there are limits as to which heads can fit on which bodies using this method.
  2. If you feel like trying a version that's nowhere near ready for release: Windows (thanks Yberion!) and OSX. Thanks to Circa for the head icons! jedi_hm and jedi_hf are where everything is “at”. Install like OpenJK. Disclaimers: Savegames are unlikely to be compatible with base ones or normal OpenJK ones, and are likely to change before any final release. May conflict with other species mods, and the contained pk3 shouldn't really be used in base. Head icon tinting is wrong (my fault for forgetting shader). The included renderer and jagame dlls on windows will *only* work with the included exe. Windows version may need this. GPL but I'm not going to link to the source until a bit more's done, though you can find it if you look a bit.
  3. "i'm rosh btw"
  4. @@DT85: probably won't be for the first release, maybe i'll do that for a later release
  5. LATEST DOWNLOAD HERE: #282 or: actually getting around to finishing things part 1 of ??? Ages ago I messed around with some “headswapping” code that allowed you to essentially frankenstein models using a mod, but never got around to releasing it. I'm going to finish moving it over SP and then add a few other minor customisation things to release a small SP customisation mod (working title: Penultimate Customisation Mod). The first release (note it'll be SP only and OpenJK based) should include: RGB sabers Lots more heads taken from other base models for jedi_hm & jedi_hf, and a few for the others (edit: pretty much done!) Extra slots for RGB tinted areas of models, so e.g. you can have stripy trousers where you can select both colours some heads: bright colours: as the head swapping is done in code, no new models are used but there'll probably be a fair few edits of base skins to take advantage a bit of (3)
  6. There's no way that particular mod will work with the mac version of JA, but it wouldn't be too hard to add the colours as said before. JA++ would probably be a better place to look than OJP as the OJP code isn't GPL.
  7. The problem is that the jetpack isn't set up properly in code to do all the different animations, but adding boltable cape support shouldn't be too difficult codewise.
  8. I still don't understand what doesn't work, but never mind :| (and you can just copy the pk3s off your discs if you have the disc version, you don't need to run the PPC-only installer)
  9. yeah, the 'MBII' folder goes alongside base, and the stuff in the base folder goes in, well, the base folder.
  10. in what way didn't it work?
  11. http://community.moviebattles.com/threads/23082-Mac-FAQ?p=764356&viewfull=1#post764356 replace the MBII_Mac.pk3 in the MBII folder (which I guess would be in library/containers/stupidlylongpath/) with that one
  12. You can use MBII with the mac app store version.
  13. One thing about the planet thing: your new one looks nice, but I think the moon should actually be on the orbit line.
  14. I think that wudan had a python script that fixed JK2 models for JA years back. (aha!; probably dependent on some of the other scripts in that folder)
  15. well there's an AAT vehicle that might shoot properly in CMP prison
  16. I think that AAT was made by Hatrus, if you mean the CMP prison one?
  17. That's all exidl, I've only contributed ~ 4 lines towards it
  18. (here they are: http://redsaurus.net/makingmacmods/ i'm planning to add more but have been distracted by the source release / uni work)
  19. any chance you could ask your raven contacts about including the mac stuff? I'll try via aspyr, but might be good to ask raven too..don't really want to have to redo all the porting stuff if i can avoid it
  20. From a quick look it seems like there are some parts where the mesh hasn't been split at seams.
  21. I might be interested
  22. Yeah, you don't have to mess around with that stuff for the modbase version of the sdk - it also automatically makes pk3 files and puts them in your base / mod folder.
  23. finally did coding
  24. Are you sure you UV mapped everything?
×
×
  • Create New...