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Thunderbird

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Everything posted by Thunderbird

  1. Dd you have that overlay, back in Mavericks?
  2. That's a good point. I was just so convinced it was the overlay that 'made' the window brighter, even in some darker places like in my videos. Let's see if we can get rid of it then.
  3. Sorry If I did not express myself correctly. I actually wish to capture that blue overlay that gives me better brightness. See this video I just madewith my phone to see the true difference, it does that to me for JKA via OpenJK. What quicktime captures is only the dark screen there and rising the brightness in-game does not change anything to that. Apologies for the miscommunication and thank you for reporting it, Circa.
  4. That's it, neither QT or OBS seem to capture the blue shade. This modified video will show you how it looks during recording (Don't pay too much attention bout quality, I lowered it on purpose here) : https://www.youtube.com/watch?v=HkmiCcn1QEQ Obviously, that blue shade I added in the video does not reflect the perfect quality of that during the recording. I even did the internal /screenshot and pictures come in 'dark version' such as this one: What is surprising is that because my whole screen get that shade, when I click on a picture to open it and then get back to the game the picture obviously looks just as perfect as the game, but only to go darker again when quitting the game. I, therefore just started to realise: If playing the game changes the display, there is no way any program can capture the change, unless I get a video editing software with precise Colour Edition or something. Could be graphic issue, I don't know.
  5. I used both Quicktime and OBS. So both external software to the game. The only moment when I get the right colours (Like in the second picture), is when game is running and as main task. Every time, I run the game, There's the blue shade that appears across the screen. I can't seem to get that necessary blue shade in the recording. Not even in screenshot I can, as the 2nd picture is just photoshopped. Although that display changes, the display profile that's under Preferences > Display, remains unchanged.
  6. Done, and the linking was already done. And btw, I can now find the /usr/local/opt/sdl2/lib/ and libSDL2-2.0.0.dylib is there. EDIT: Aaaand OpenJK is now running. I recorded a test video, still the video looks dark just like in the 3rd picture.
  7. Okay so I pressed enter again. It asked for my password and it did install automatically:
  8. I could find a /usr folder by just typing /usr in Finder. There was a local folder in it. However, no opt folder inside it.
  9. It says the folder can't be found. I did install it in the right directory tho.
  10. It's a very good point you're making here. I downloaded the one that's called SDL2-2.0.4.dmg on the website however, I just tried it again, it says still: Library not loaded: /usr/local/opt/sdl2/lib/libSDL2-2.0.0.dylib I assume I had the wrong version without realising it. That's probably the reason why it's not working. Where would I get the actual 2.0.4 one?
  11. @@Circa @@ensiform SDL 2.0.4 DMG file is downloaded and I copied the SDL2.framework in the right directory, next to some other frameworks (It even asked me my computer password to accept the move). Then got the latest Mac version of OpenJK, then copied the 2 files OpenJK and OpenJK SP on the folder that contains base folder, (so next to base folder), from that long 'Containers' directory. I just tried that again, but I still have the same issue. It has to be noted that also have japlus folder next to base. Bug report shows no difference from the one I posted before. I find it curious that the report shows the OpenGL Framework directory instead of SDL2.
  12. I can never launch OpenJK when I install it. Even after reading through this. It crashes instantly, I can launch the game via the .app or via JKJALaunch though (for JKA). Bug report: Process: openjk.x86_64 [16189]Path: /Users/USER/Library/Containers/com.aspyr.jediacademy.appstore/*/openjk.x86_64.app/Contents/MacOS/openjk.x86_64Identifier: openjk.x86_64Version: ???Code Type: X86-64 (Native)Parent Process: launchd [174]Responsible: openjk.x86_64 [16189]User ID: 501 Date/Time: 2016-08-18 22:17:43.715 +0100OS Version: Mac OS X 10.9.2 (13C64)Report Version: 11Anonymous UUID: DE0C17DF-229F-E9B8-1443-DBBAC2A9AECB Sleep/Wake UUID: 6E5B9067-9903-4079-9B8F-66679A4C76C2 Crashed Thread: 0 Exception Type: EXC_BREAKPOINT (SIGTRAP)Exception Codes: 0x0000000000000002, 0x0000000000000000 Application Specific Information:dyld: launch, loading dependent libraries Dyld Error Message:Library not loaded: /usr/local/opt/sdl2/lib/libSDL2-2.0.0.dylibReferenced from: /Users/USER/Library/Containers/com.aspyr.jediacademy.appstore/*/openjk.x86_64.app/Contents/MacOS/openjk.x86_64Reason: image not found Binary Images:0x7fff60652000 - 0x7fff60685817 dyld (239.4) <2B17750C-ED1B-3060-B64E-21897D08B28B> /usr/lib/dyld0x7fff8a079000 - 0x7fff8a087fff com.apple.opengl (9.6.0 - 9.6.0) <709F4A02-73A0-303C-86B5-85C596C8B707> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL0x7fff90da1000 - 0x7fff90db2ff7 libz.1.dylib (53) <42E0C8C6-CA38-3CA4-8619-D24ED5DD492E> /usr/lib/libz.1.dylib Model: MacBookPro9,2, BootROM MBP91.00D3.B09, 2 processors, Intel Core i5, 2.5 GHz, 4 GB, SMC 2.2f41Graphics: Intel HD Graphics 4000, Intel HD Graphics 4000, Built-In, 1024 MBMemory Module: BANK 0/DIMM0, 2 GB, DDR3, 1600 MHz, 0x802C, 0x384A54463235363634485A2D3147364D3120Memory Module: BANK 1/DIMM0, 2 GB, DDR3, 1600 MHz, 0x802C, 0x384A54463235363634485A2D3147364D3120AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0xF5), Broadcom BCM43xx 1.0 (5.106.98.100.22)Bluetooth: Version 4.2.3f10 13477, 3 services, 23 devices, 1 incoming serial portsNetwork Service: Wi-Fi, AirPort, en1Serial ATA Device: APPLE HDD HTS545050A7E362, 500.11 GBSerial ATA Device: MATSHITADVD-R UJ-8A8USB Device: HubUSB Device: FaceTime HD Camera (Built-in)USB Device: HubUSB Device: HubUSB Device: IR ReceiverUSB Device: BRCM20702 HubUSB Device: Bluetooth USB Host ControllerUSB Device: Apple Internal Keyboard / TrackpadThunderbolt Bus: MacBook Pro, Apple Inc., 25.1
  13. The r_gamma does not change anything as the game window would remain dark, even in recording. I tried to fiddle withvthe Video Editor brightness and all, but the quality of video becomes very bad if I try to make it less dark.
  14. To give you an idea, This is my casual screen range of colours: This is pretty much how it appears when the game is launched. As you can see there is like a shade of blue setting in the whole screen, probably because it's required, in order to see the game well: And this is when I click away from the in-game window, the main "task" at that moment is Quicktime player there. The screen goes back to its normal range of colours: My problem is that I cannot record the gameplay with the colours being displayed like in the second picture. It always records with the casual screen range of colours. The dark screen if you want. In fact, it seems like playing the game makes my whole screen set itself in a different colour display. Is it OpenGL related? PS: I photoshopped the 2nd picture since I cannot screenshot with that group of colours either. But it's pretty much what it looks like.
  15. Nevermind, I got my own answer there: http://jkhub.org/topic/1852-npc-with-no-weapon/ also make sure to freeze your npc to make him stay still.
  16. It's all about the shader file, here's a sample: models/players/T_yoda/body { surfaceparm metalsteps q3map_nolightmap sort seeThrough { map models/players/T_yoda/body blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen lightingDiffuse alphaGen wave sin 0.7 0.1 0.1 0.1 } { map models/players/ghost/blue_glow blendFunc GL_ONE GL_ONE rgbGen wave sin 0.9 0.1 0.1 0.1 }} In blue are the parts where you insert a file, the first and second blue lines are the concerned objects (here it's the body of Toshi's Yoda model), the third blue line is the way you want to see it (Blue glow is a file from the ghost morgan katarn file that I downloaded from Jkhub, easy to find) In green are the combinations you need to add, you can try to modify the first figure (from 0.9 to 0.3ish), it alters opacity I believe, but I never bother changing it In red are the kind of combinations that you would add depending on the part of the body(which object). Here, with the body I decided to keep all the 3 lines but for example the hair this model, I just input "sort seeThrough". Try to play around to see which lines look best for each object.
  17. Unfortunately, he still has that blaster inside his stomach, it's really weird. Do you mean an issue with the way the model was made? Issue with tag surface?
  18. Well, the project I am in, includes scenes of a Ghost Yoda (I already did the ghost shader). I decided to use Toshi's yoda, but the problem with this model is that when spawn him as a npc for the scenes he looks like this: Yes, there's a lightsaber inside his stomach. It would not look cool on screen... Here's what I did: -Remove every single file that is related to that custom saber. But in game there is now another hilt inside his stomach. -Tried to change the npc file from weapon WP_SABER to WP_NONE, but in game, Yoda has a blaster, still inside his stomach.
  19. Model is amazing! Too bad there's no face rigging, would have been great for RP.
  20. I had the same thing with 2.64, so I changed with a more recent one, doesn't seem to solve it. Looks like the huge meshes just got big-sized during the import, there are maybe 2 or 3 meshes missing too, hard to tell. The face_head mesh I made became the head one for no reason, while the actual head mesh is gone. I suggest the issue is in the way I did export, although I did read the manual.
  21. Errrm, not weighting yet. I am getting some trouble with the separation of mesh, the head_face and head_eyes_mouth, I can do it and the result is quite fine, but when I export it to see how it would look like in game, lots of things are messed up. When I load the glm back in blender with the mouth slice and the meshes separation, it shows part of the objects normally and the rest is in a very huge size and the hierarchy tree is messed up. What it looks like after modification (mesh separation and mouth box added), before exporting in .glm When importing the modified .glm The 3D view The error code seems weird, searched it on google but nothing seems to help yet. Trying to get to Blender manual, I don't see where I did wrong. @@mrwonko ?
  22. Thank you for the answer @@Cerez, I can quite put my finger on it! I loaded Kyle model in Modview, It seems mouth has 4 bones, ltlip, blip, rtlip and blip, maybe the jaw should be involved too. I noticed in mod view that the first 18 frames of the animations list are the head anims, (FACE_ALERT being the first one with frames 0 and 1) so once in Blender, I imported the kyle model with its first 18 frames starting from 0 and I saw how bones move the triangles depending on the animations I played. Then I imported the yoda model in Blender with the frames. Indeed, no face movement when playing the anims, but the bones move like kyle or ahsoka. How do I assign bones to the meshes in Blender? I also noticed, the yoda model misses the head_face and head_eyes_mouth surfaces compared to other models.
  23. Okay, after some studying here's about the tiny slice of mouth : Not the best, but for the sake of testing. I read manual to be able to export the .glm into model folder and drag it do the base JKA folder. Yoda shows up in game with that slice (fist pump). Now onto the face weights, after looking at some animations tutorials, it's all about the bones right?
  24. Worked like a charm, thanks! . Already looked around nice tutorials, ready for the exploration! Yep, skipped the base path part for GLM import. That little detail that made the difference! For Mac users though (who read this) it works differently because everything that is mod/skins/map related should not be dropped into the Applications/JediAcademy/Gamedata folder but somewhere else... Thank you all already
  25. I have been looking around but it seems I can't import any .glm anywhere. Not in mod view, nor in blender. I tried with ahsoka model in order to study the weights but that same no Gla ? message appears. Even after downloading Blender 2.64 and the plugin and following the steps of Vezon in here in the comments.
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