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Posts posted by DT.
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Hmm, see if changing the graphics mode makes it work.
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Aww nuts, I was going to try it even though i'd fail outright lol.
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Modular renderer pretty much done =]
Sweet! So how hard is it for someone to take ioquake3's rend2 and stuff it in OpenJK?
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Lol nice AshuraDX.
Not sure if Archangel has export selected working yet, but I *think* using max biped or controller constraints on bones work. Archangel will know more about the latter.
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All of my tests show custom animations working with a full recompile of the JKA anims & using the GLAmerge method. The plugin does need full testing by more people.
Archangel35757 likes this -
Animations can still be made as they always have been (dragon, XSI Mod Tool, 3ds Max), only now you can change/add animations into SP.
katanamaru and therfiles like this -
Top of the head should be thinner to match those refs.
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And don't forget, Max 6 plugins work in 7 & 8 as well guys.
Archangel35757 likes this -
Here's a pic using the original max 6/7/8 exporter:
The original exporter rotated all of the bones -90 degrees, generated a bad scene root which JKA cannot use and did not output any basepose (bindpose/skinpose) data which is why the model is all over the place.
Now using our new exporter:
Exported bones are fixed how they should be, it generates a proper scene root called model_root and outputs correct basepose (bindpose/skinpose) data.
Archangel35757 and Psyk0Sith like this -
Why not wait until OpenJK's devs have finished porting JO over to JKA?
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Does anyone know why the model scale is 0.64 and not 1.0?
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Modview may be out of date, but it still loads everything we need it to.
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Original post updated. JK2 code has been fixed and the 1.02 version of JK2 is now available.
@@Archangel35757, @>DT<, @@minilogoguy18 take note as it has carcass and Assimilate source code now available.
Doesn't seem to have all of carcass's code there, all I see is a header file.
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*jumps to try and get assimilate and carcass compiling*
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JESUS TAP-DANCING CHRIST!
GRAPHICS UPDATE PLZ SOMEBODY!!!!
NORMAL MAPS????????????!!!!!!!!!
+11111111111111111111111111111111111111!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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I don't see code for Assimilate or Carcass there, only really Modview.
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*has had his mind blown AGAIN today, so is very excited*
Xreal can use normal maps and it's based on Q3 engine. So someone for the love of all things beautiful give us modelers normal maps! :D :D
We shall bring this 10 year old game into the present, every past and present JKA coder needs to come together! This day has seen the end of LucasArts and will see the start of end for JKA's out-of-date quality!
Mandalorian likes this -
Well this explains no email for me from the PR @ LucasArts. There was no PR lmao.
Their latest games did suck some, but I am sad to see "LucasArts" go though.
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That's the plugin archangel is improving upon.
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Lol I had no idea that Ongree were in the prequels.
If anyone makes this, don't try and bother with mouth weights.
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Do 32bit plugins work in 64bit Max?
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Is there a 'ready to play' of the latest version of iojamp somewhere? Would be cool to see what's been done.
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I'm 'obtaining' the gamecube version.
EDIT:
Looks to have everything (bar videos and sounds) locked up into a .gob file. Pretty crap imo, not even the Doom 3 .gob exractor works with it...
starkiller
in Unleashed Models, Textures, and Sound
Posted
Here's a sculpt someone did:
http://www.artbymanny.com/gallery/starwars/meshes/starkillersculpt.jpg
Good ref.