Jump to content

ChalklYne

Members
  • Posts

    1,586
  • Joined

  • Last visited

Posts posted by ChalklYne

  1. Is the mod dead? :):(

     

     

    I would say that's a reasonable inference. I sill have all assets and stuff... but kept hitting limitations that made things nothing like they should be and who wants to wait years for something buggy a.f.

     

    I have been developing on Unity for a while now. I have been meaning to speak up on this but wasn't sure how to word it. I say rebuild the damn game in Unity. Why the hell not. JKA isn't exactly rocket science. Ive been coding my own game for a few months and it is simple. Unity has a lot of built in things to make it a lot easier. We would eliminate transform errors and skeleton issues effects and models would be crisp and JKA would get the revival it is deserving of. 

     

    Damn thing needs to be rebuilt.

     

    So to answer your question, yeah I guess it's "dead" upon the fact that I'd rather spend more of my time getting the jka anims into fbx format and over to unity than I ever will messing with this old q3 engine again. So much hard work gets just destroyed by the engine's limitations and all the hard work going into reworking the engine seems lackluster to me personally. As a community we could do it, and it would do nothing but positive things for us, I guess it all depends on what direction you all want to take it. Would you rather see the faculty and members so devoted to this game slowly fade out and lose the opportunity to have as many people all dedicated to one cause to where we can actually do a remaster... or revamp the damn thing to where it looks and plays crisply with more possibilities gaining popularity among people unaware of the game. its hard to get next gen people in here to work on a q3 engine or even be excited about downloading it... which takes away from every single aspect of this community. The game deserves better and we can do better. I apologize to anyone I may have let down by not releasing it already and i am still willing to finish it... in unity lol

  2. In Rots, Yoda states that Qui Gon has achieved a way to come back from the "netherworld". I'd assume that means there is some form of afterlife. Most of the material I have researched on it speaks speculatively though because Lucas' vision seems to be more of a secular death. My best hypothesis would be that in translation to religious terms, heaven would be becoming one with the force and hell would be ceasing to be eternally, a damnation of null. 

    Good question.

    Gorc likes this
  3. I don't even know how to rip sound files from games.

    Not even closely related 

    I gave up trying to even add SP support to a model last night, it was too much for my brain and I got incredibly frustrated and straight up gave up out of anger because I couldn't figure out how to do it.

    Welcome to modding. Everybody here has given up for the night multiple times, I guarantee it. Just start fresh today and you will eventually achieve. This is a typical life lesson. If at first you don't succeed... try try again bro.

    The only way I could learn how to model, is by watching a step-by-step live demonstration that showed me every single aspect of how to model from a person, and if it takes any artistic genius then I'm screwed, because I cannot make art.

    YouTube man. What program are you using? That's how we all learned. You can find a tutorial that works for you... it is a wonderful talent to achieve that will stick with you for life but it is going to take some effort on your part and the drive to stick with it.

    They would literally have to take full hours out of their day, showing me "this does this, this does that", "here's how to make a circle", "here's how to make a face".

    That's exactly how tutorials work.

    None, absolutely NONE of the tutorials on youtube, this site, or any site, have helped me at all, not even the tiniest bit, I'm still utterly confused about how to use it.

    Simmer down. What program are you using? Are you on discord? We can fine tune which tutorials to show you and get you dialed into the basics... don't freak out man. It's not as easy when you're first starting... it's actually quite a whore, but she gets tamer and more docile the more you poke her.

     

    I'm not trying to be rude, I strive to be nice, but everyone on the website is so stand-offish, and at some point even aggressive towards those who would rather port and request.

    Welcome to the internet. Ports are bad mmkay? There's plenty of threads on this site explaining why ports are bad. Also... just because you made a request doesn't mean you'll get it your way all wham bammy... looks like the community has decided this particular character would be best portrayed by a unique custom model, not a port. Your request wasn't denied* you're just not getting a port of a port of a Frankenstein for such an iconic character. Answer my questions so we can hook you up with decent program specific tutorials about the basics of modeling you will thank us in the long run. Maybe not me in particular. .. I'm a dick... but you get what I'm saying. I'm here to help man... things aren't that bad... I love you.
    AshuraDX and Wasa like this
  4. Yeah bud, I dont care about ports anymore. I lost that battle long ago. You gotta start somewhere. Polish all the helmets you want.

     

    I do, however, think that you have been porting and frankensteining long enough that you have plenty of basic knowledge to create something on your own if you would just take the plunge. I think with a little edge and face extrusion skills, maybe some UV unwrapping you'd become a fine modeler and look back on these days as the dark times. You ever feel like taking a leap of faith you can contact me here or on the discord app and I'll help you fine tune your skills. I personally can't wait to see you cross over because you obviously have a passion for modeling. 

  5.  

    models/weapons2/blaster_r/e11

    {

    {

    map models/weapons2/blaster_r/e11_diff

    blendFunc GL_ONE GL_ZERO

    rgbGen lightingDiffuseEntity

    }

    {

    map models/weapons2/blaster_r/e11_spec

    blendFunc GL_SRC_ALPHA GL_ONE

    alphaGen lightingSpecular

    }

    {

    map models/weapons2/blaster_r/e11_env

    blendFunc GL_DST_COLOR GL_SRC_COLOR

    alphaGen const 1

    tcGen environment

    }

    }

     

     

    Like that.

    Then rename your diffuse texture to e11_diff.

    If that's not your problem I'm at a loss.

  6. To further answer your question though for future reference... The maps cant be edited through GTK unless you have the source material. I believe the maps are .bsp which are compiled and GTK opens .map ... You would essentially need to turn the hamburger back into the cow first.

  7. Hello. In Q3 the md3's had animation.cfg. In JKA that feature seems to be disabled and instead the Ghoul2 models have that feature. Since @@Archangel35757 has produced such helpful plugins pertaining to animated md3's... it would be incredible to have said animated md3's accept animation.cfg and animevents.cfg so the animated md3's could have anim sets, sounds, and effects. Since JKA is a modified Q3/4 application... I would imagine this not being an extremely difficult request, especially compared to the benefits. I also know that Open JK has a mission of preserving backwards compatibility, and I don't think adding this feature back would disturb that goal. If it does, however, seem to be outside of the realm of Open Jk's scope, then maybe this request can at least get some developers' gears turning on how exactly this would be accomplished and maybe they can shed some light on the subject in this post. Thank you.

    Archangel35757 likes this
  8. http://psyko3d.50webs.com/tuts.html JKA skeleton is here.

    JKA animation sdk with all humanoid animation in XSI format coming with raven SDK modding pack.

    JKA humanoid animation converted into FBX format is a work i did years ago and here: (but this is with a skeleton edited for works on unity3d not sure if can be useful for you.)

     

    Doesn't the link you posted here have a link within to import glm's into max 5-7? Couldn't you just import the glm? I thought Blender had a glm import option as well, but maybe not. Still though... you said you have max 5? Theres a max 5 glm importer on Psyko's site right there on the right. Does it only import mesh or something?

  9. tryed with root of assssin droid. but when i import on max there are not bones, but helpers. :\

     

    Works fine for me in Softimage.

     

    https://jkhub.org/albums/a7qhc

     

    It depends as to which program/version you use to import it. Sometimes I get models from people and they are just nulls for bones... its something to do with the way your program is importing the xsi file i'd believe. I just tried to export the skeleton for you as a fbx file but it converted the bones into nulls as well... not sure how to approach it from here other than rebuild all the bones as curves or something and create a new skeleton for it in fbx format... not sure if the miniscule differences in bone placement in reference to world space will break the game though... might want to wait and see if someone else has a better importer for you or knows more about the issue with whatever program/plugins you're using.

     

    @@Asgarath83

    heres a fbx and a dae see what u can do with those.

    http://www.mediafire.com/file/axom79m929o4q78/assassin_droid.rar

×
×
  • Create New...