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Pande

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Everything posted by Pande

  1. It's moose. Many moose. One moose. I saw a moose. I saw a group of moose.
  2. This is a good reason for getting anal about hinting. The more you subdivide the map into tiny chunks in your control, the less tri are being added to a single frame at once. huge jumps frm 20k tris to 50k tris such as exiting a building are easily responsible for these kind of frame rate jumps. One way around this is to make the player exit a building by first following a perpindicular path between two doors, instead of just one door out, like so: _____________door_______ ____________|_______door_| where the top door is *not* area portaled, but the inside one is. This allows for the outside area to be sequentially added to the frame the closer the player gets to that outside door from the inside door, aided even more by manually hinting on the exterior. Obviously this won't always make sense, but it does work for government buildings, clubs, etc that might want to lock an inside door while keeping an interior hallway accessible and unlocked.
  3. REPRESENT
  4. It has anims, they are just a bit derp without proper collision Some are incomplete, only walk, run, and walkback are animated the rest are just stances including deaths.
  5. I'm gonna ignore the SJC thing and say that yeah, this map is awesome. He stopped and started it frequently though, so I'm holding my breath until I see a new post by him (no time stamp on that one). I hope he gets a new grate texture.
  6. The bumps around his eyes are a bit strange
  7. 0.0 Boddo, I forgot about him! Get him back here neow! His wierd fox thing and that cafe site he had stuck in my head like a virus
  8. I have a really good rodian head sculpt but it needs texturing, it's also in 3d coat format and I don't have that app available anymore. At least I think it is.. might be obj.
  9. :/ even a BIT of a lightmap would make that so much easier to watch. -dirty, or at least -dark + ambience and it would still compile lightning fast.
  10. Mp3 compression algorithm has not changed I can assure you, try different tools. Goldwave is definitely not a program I'd trust for this.
  11. @@DT85 Would absolutely love help in the animation department, and maybe some assistance with the rig - as you already mentioned on the Moddb image comments, my novice forays into the field did reveal some mistakes that I wouldn't have caught onto without your help. The only caveat is I'm doing it in Blender, however from what I can tell the GLM import/export is pretty damn flawless, so swapping back and forth if need be between your modeling software (max, right?) and blender should not be a problem. Let me briefly explain the system for you and for anyone else interested: eezstreet's armour system 'stacks' meshes from a .glm model onto your base model using .armor files, and also surfs out meshes from the base model where they are no longer needed, as per instructed in the .armor file (for e.g. a helmet completely covers the head, so to save those tris or possible overlap the head model would be removed). To ensure perfect alignment between base mesh and armor/clothes, the models have to be made for each other. Knowing that we wanted a new skeleton, adventures into character modeling were often stinted by the 'well it's just gonna have to get redone when the new skeleton is made' argument, which held water but without development on the skeleton and an increasing number of new armor and clothing models appearing in JKG's assets (mostly by Jonthe aka Psycho) I made an effort recently to start the project. I did succesfully get a glm ingame as an NPC with working test animations - however, I am by no means an animator and as soon as the skeleton is deemed complete and we have all the model tags we need to (that's really important for future weapon holstering and effects!) I will be trying to opensource development of animations as much as possible, and that is where I'd really appreciate the help by yourself DT and anyone else interested! Also to note: JKG obviously would share a large quantity of animations with base JKA - so it would be a brilliant idea if once JKG's skeleton outline is written as per what's needed, Base skeleton tags as well as any others wanted by the community could be added and the skeleton could be a shared 'super-skeleton' with new animations to be used by both JKG and other JKA mods.
  12. Rend2 materials, gonna have sooo much fun with that
  13. It's a little less wrong in my opinion, at least as far as morality is concerned. It may indeed be infringement but them putting it on youtube like that, it would almost seem more offensive to the original creators to ignore their higher quality, authentic work. Just my 2¢, yeah it's still stealing.
  14. Afaik the majority of font changes have to be coded in to use different font files
  15. make sure you start the server with fs_game lugormod (or w/e it goes by, I've never hosted it before).
  16. I think they are in menudef.h, there's a bunch of numbers beside all the entries
  17. @, why are you trying to prioritize people + files here? First the whole top authors thing, then this list, and then trying to make some sort of special forum thing.. it's not in the nature of this community. Also one of my maps is there, I was not asked. Permission granted but seriously.. this is a community. If you are going to be a part of it, please be respectful.
  18. Not many will be interested. Should just bolster JEDI's numbers, it would be better for both of your groups I think.
  19. That head looks awesome DT
  20. Yep, this looks like q3map2 doesn't have access to the textures (but radiant does). If q3map2 can't get the textures, it defaults as mrwonko said to a smaller one. Something is just wierd about your set up. Can you tell me where q3map2 is located, how you are calling it (using radiant? q3map2 gui? commandline?) and where your base folder is located, etc.
  21. Name them (and rename the 3 regular styles) after the 5 single-only styles from SW lore. (the other 2 styles can be 'used' with single but are more known for their use of staff/duals) Then rename the staff and duals to aforementioned 6th and 7th styles.
  22. Woops, you're right, it doesn't. From the readme: - Compatible with most vanilla Quake 3 mods. - HDR Rendering, and support for HDR lightmaps - Tone mapping and auto-exposure. - Cascaded shadow maps. - Multisample anti-aliasing. - Texture upsampling. - Advanced materials support. - Advanced shading and specular methods. - sRGB support. - LATC and BPTC texture compression support. - Screen-space ambient occlusion. So instead of DoF I'm interested in Tone Mapping now Also, as always, the GLSL shaders, you have teased me with the normal mapping, now I want to see specular
  23. Could we see an example of cubemapping, SSAO (to whatever extent it is working), and maybe the DoF? (I'm ignorant as to progress on any of those things ofc, pardon me if they aren't yet available for viewing)
  24. Anything with more boba fett is an improvement, no? That makes that picture pretty good. But there is still a lot of black space. Can you fill that with more boba fett?
  25. Ok on both sides: ^ good point, it isnt about fps but @ angel : yes eezstreet's idea would work signifigantly better here
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