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Posts posted by Thunderbird
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Why wouldn't you just not want that brightness overlay to exist? Why not just have the game be correct brightness without that blue overlay? That's why I showed you the video of mine. Mine has no overlay and is the proper brightness without it.
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.
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Right. So what you're actually wanting is to get rid of that blue overlay that it gives. You shouldn't have it. I don't get that on OpenJK.
I'm going to move this to the OpenJK forum and see if any of them can help. Particularly the Mac devs. @@redsaurus @@Xycaleth
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.
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So even when you open QT and begin recording and then switch back to the game, it doesn't change? Or it changes but QT isn't capturing it?
I just tested basically what you're doing and it works fine for me. Or it appears to.
https://www.youtube.com/watch?v=Es6tZSRWsRg
Although I do remember having that issue even on OpenJK a couple years ago. Perhaps it was fixed on an OS level? You're running an older version of OS X, which might be why. But I'm really not sure at all.
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.
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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.
It shouldn't change the color... that's strange. What are you using to record?
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.
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Okay, so do those other two steps I mentioned.
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.
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Did you press Enter when it asked? Looks like you aborted the installation instead.
Okay so I pressed enter again. It asked for my password and it did install automatically:
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Just remembered. You need Homebrew.
Follow this:
Then in Terminal:
brew install sdl2
If it says its installed but not linked, type this:
brew link sdl2
I should put that in that tutorial...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.
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Well, if that's what you downloaded, I'd assume it's the correct one.
What happens if you go to Finder, click Go, Go to Folder and paste this in and press enter:
/usr/local/opt/sdl2/lib/
Is libSDL2-2.0.0.dylib there?
It says the folder can't be found. I did install it in the right directory tho.
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Well, the one you posted shows SDL 2.0.0 so I'd hope the new one shows 2.0.4.
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?
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@@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.
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This is unique to the Mac versions of JK2 and JKA. OpenJK fixes the issue, however.
Perhaps @@redsaurus or @@Xycaleth can elaborate more.
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: 501Date/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-DBBAC2A9AECBSleep/Wake UUID: 6E5B9067-9903-4079-9B8F-66679A4C76C2Crashed Thread: 0Exception Type: EXC_BREAKPOINT (SIGTRAP)Exception Codes: 0x0000000000000002, 0x0000000000000000Application Specific Information:dyld: launch, loading dependent librariesDyld 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 foundBinary 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.dylibModel: 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 -
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.
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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.
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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.
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How did you make Toshi's Yoda look like a ghost btw? I want to do it for my series too (except not for Yoda).
It's all about the shader file, here's a sample:
models/players/T_yoda/body
{surfaceparm metalstepsq3map_nolightmapsort seeThrough{map models/players/T_yoda/bodyblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHAdepthWritergbGen lightingDiffusealphaGen wave sin 0.7 0.1 0.1 0.1}{map models/players/ghost/blue_glowblendFunc GL_ONE GL_ONErgbGen 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 itIn 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.CommanderXeph likes this -
Changing the npc name to Elder_Yoda should make him have no weapons.
Unfortunately, he still has that blaster inside his stomach, it's really weird.
Might be a tagging issue.
Do you mean an issue with the way the model was made? Issue with tag surface?
Jolly likes this -
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.
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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.
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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 ?
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Yepp. Load a Raven model in and have a look at which bones around the face what parts of the face mesh are weighted to, and to what extent. You'll need to play around with the weighting to get it to behave right with most facial expressions in the game. The beginning few frames of the default animations in ModView help to judge it as they are stretching the mouth to extremes.
Of course, you'll need to also add a 'mouth box' from one of the Raven models, which will be what the player sees as the inside of the mouth when the character opens their mouth, and weight this, too, to the right facial bones, so that it opens with the mouth movement.
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.
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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?
Cerez likes this -
Sorry it took me a while to answer. I didn't have my other computer at hand to check. I have version 2.68 of Blender working with @@mrwonko's plugin suite.
To bypass the "no .gla" error message, all you have to do is copy the "_humanoid" folder to your working "base" folder, as shown here:
Then, in the plugin's settings (when you select File > Import > JA Ghoul 2 model) make sure to scroll down in the left pane, and in the empty field where it says "Base path" copy and paste (or enter) the path to your working "base" folder (e.g. "Users/Cerez/Desktop/base/"). This way the plugin will know where to look for the "_humanoid/_humanoid.gla" file. Then select your intended GLM in the file selector, and click import. Voila.
Worked like a charm, thanks! . Already looked around nice tutorials, ready for the exploration!
FWIW, as anyone who read the manual knows, if your basepath includes a GameData folder, the importer will be able to figure the rest out automatically.
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
Cerez likes this -
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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Also make sure the yoda model has mouth weights by checking it out in modview and playing the FACE animations.
I can't import the model in mod view for anything in the world (Different error messages coming after I try to fix the problem) but I might have checked it in another way: I went in game and did FACE animations by typing debugsetbodyanim commands. the model seems not to to anything (ex: /debugsetbodyanim FACE_DEAD, yoda does not close his eyes, unlike every other models). I suppose that means it has no weights in face at all. I'm up for a bit of hard work then!
If you are intent on using that particular model, then you'll have to do some kitbashing/modelling magic yourself. You can import the model, preserving its UV maps and weights, into Blender using the appropriate plugins, and then you can add a mouth from one of the Raven models, and see if you can slice open and re-weight the mouth without any bugs jumping in your way.
Feel free to study my Ahsoka, or any other character model to see how the face is weighted (to which bones). I won't say this will be easy to do. In my experience, to do this properly for cinematics it's anything but quick and easy.
Alternatively, I think @Toshi's Yoda has a moving mouth if I'm not mistaken: http://jkhub.org/files/file/1005-toshis-yoda/
Downloaded Ahsoka, but I can't seem to import the glm in blender, I can import the gla skeleton, but when I want to import the glm model, is says, "no gla?". I downloaded the Jedi Academy plugin and activated it though. Is there a glm import plugin I should install?
Color scheme changes
in OpenJK
Posted
Dd you have that overlay, back in Mavericks?