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Posts posted by DT.
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Certainly will be checking this out!
Smoo likes this -
I know there's orange acid pools in the katarn level, so this should work nicely.
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Can you change the color?
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The bryar should be at a useable state, yeah. I was meaning the balls map but your wip one would be a lot better.
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Yeah but you only use .MTR shaders if you're using the .SHADER for vanilla compatibility which we aren't.
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Sounds good somaz, but probably better to just use your map instead of mine.
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Try this:
ui_char_model Kyle
ui_char_skin_head default
ui_char_skin_torso default
ui_char_skin_legs default
ui_char_model is whatever the model folder is called, for example Jedi_hm, luke, lando.
The skin cvars you use to set the skin file name, may or may not need the "model_" bit in the name.
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The thing that annoys me about battledroids is that they aren't meant to work on the humanoid skeleton. At least this can be fitted easier than K2.
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The ghoul2 code should always be a place you look if you're trying to do something like this.
At a glance, that looks like what you'd need. You can use it to pause parts of the bone hierarchy or all of it. The "anim" line looks to be forcing no animation to play, though.
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Don't forget to look at the triangles, not polygons.
Liam likes this -
Best you can get is K2 as a map object.
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There's a bunch of shaders for different things you could steal from unvanquished. I think they have light ents as well if you wanted.
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Yo @@Xycaleth, is this on-par feature-wise with the old modview?
Also, any chance you could please add a small feature? change anime playback speed based on the speed set in the animation.cfg.
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Does the effect show up anywhere at all on the model?
Having a quick look at the code, try removing the 0 after the tag name.
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I usually do minus 25% for each LOD:
LOD0
LOD1 - minus 25% of LOD0
LOD2 - minus 25% of LOD1
LOD3 - minus 25% of LOD2
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Depends on how the object is used. LODs do not work if the model becomes part of the map, i.e. Brushwork. If it's loaded by the renderer, then LODs apply. Would have to be case-by-case, whether a map object needs LODs.
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Hi, thanks for applying. Your work looks pretty decent.
Do you have any experience with baking details to low poly models? This game engine has a very low limit, compared to today's games. Most small objects would be 1,000 tris or under.
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If it's player models, you'll have to re-pose & re-rig them to the JKA skeleton. But the base Trek models are lower quality than JO/JKA, would be better to just make new ones.
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Have you run the debugger? Should come up with something as to why the player models disappear.
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If there is a l hand tag bone in Jk2's GLA, it should be mapped to JKA's l hang bone. Then it's just the case of having the l hand tag weighed to the l hand bone.
Smoo likes this
My latest obsession: ROTJ Throne Room Duel SP
in WIPs, Teasers & Releases
Posted
Nice job!
Just an FYI - give credits to Toshi as well for Luke, as I just did a tweak.