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DT.

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Everything posted by DT.

  1. Raven never gave us the source to carcass.exe. I asked Ste Cork (before the source was taken down) and unfortunately he read the email AFTER that sh*t went down and basically replied with a long-winded no.
  2. This should be ok to post....hopefully lol. **WARNING: Video contains adult themes and some 'dominating'. You have been warned. What I think about when I see Disney doing crazy crap with Star Wars: http://www.youtube.com/watch?v=-pZekhEWCHg
  3. Man RoQ is such a crap format! Quality is poor and it takes soooooooooooooooo long to convert.

    1. Show previous comments  8 more
    2. DT.

      DT.

      That, and it takes hours to compile lol.

    3. CaptainChar

      CaptainChar

      I never had issues with video conversions

    4. DT.

      DT.

      QVM is easier to work with, but it's such low quality. :(

  4. Use PNG when you have transparency, otherwise use JPG.
  5. Now that is just cloth sim right? Not a weighted mesh on bones that are moving?
  6. How did you manage this lol? You got a contact at Raven? Cough carcass /cough
  7. I can whip up a conversion table that will allow existing JKA models to run off the custom GLA. They won't have access to any new bones unless they are reweighed but they will be useable for sure.
  8. Currently working on the intro so I can wrap up the beginning of the game.
  9. Here's an updated quickplay video with sound: http://www.youtube.com/watch?v=83xlUiuCUng
  10. Awesome! Now to tie some nulls to the cloth. This would go nicely with my custom GLA : http://www.youtube.com/watch?v=MOtY56180D0 http://www.youtube.com/watch?v=w6L4TYFsRUQ Sorry to highjack your thread, this will be the only time I'll post content here lol. We should totally join our efforts together. My custom GLA has a new set of facial bones, toes and all 5 fingers added back with all 3 segments too. Btw, I've managed to work out the kinks in adding new bones to the existing animation source. No more GLAMerge like I posted in the 3ds Max plugin thread, just need to make sure every bone that has position data also has rotation data (ie it needs to rotate a smidge at least in order for the position data to be added at compile time).
  11. Interesting, I have Max 5.1 and 8 working on win 7 32bit with no virtual machine.
  12. Oh hell yeah! New terminator games based on the first two movies are coming!

    1. CaptainChar

      CaptainChar

      what company is doing them?

    2. DT.

      DT.

      Reef Entertainment

  13. Got the scripts working, music is in the bar and there's a dead gran on the table :D

    1. Omicron

      Omicron

      Sound's like my dad's newly opened business...

    2. DT.
  14. Well I fixed it.......guess what it was Slashes MUST be / and NOT be \ for paths! Got the weapon script working, same with bartender so yay.
  15. It should come up with an error in the console if it can't play a sound, but I converted it to a 44khz, 16bit mono mp3 file anyways. None of my scripts are working for some reason. :S In other news, I've done a temporary menu to skip character & saber select and just load the first level.
  16. Why.....must......I.....fail......at.....every.....attempt.....of.....scripting!

  17. Thanks for posting. I have the saber not loading anymore via "noweapon" on player start, I just can't get it to give me the WP_BLASTER_PISTOL. With the bartender, still nothing rem ( "get out of my bar!" ); affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } do ( "Get_Out" ); } Must be my entities then. Here's a rundown of them:
  18. SP. Hmm, won't even load this script: affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } } I have a target_scriptrunner linked to a trigger_once that only the player can trigger.
  19. I've replaced the blaster pistol with the bryar so that's taken care of. Still can't get that script to give me a weapon though. I've managed to stop the saber from being added by checking "noweapon" on the player_start.
  20. I'm trying to stop the saber from being added, it seems to be the default weapon. :\
  21. I edited the weapons.dat to swap out the model. @ SET_SABER1 doesn't exist so I tried SET_WEAPON instead. However, this script doesn't work: affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( $get( STRING, "SET_WEAPON")$, "none" ); set ( $get( STRING, "SET_WEAPON")$, "WP_BLASTER_PISTOL" ); }
  22. Ah right, maybe openjk can have this fixed?
  23. Thanks heaps, my own attempt at setting the weapon via script just didn't work. I found for some reason I can't have any items or weapon entities in the same space as the player start. :/ Any one have an idea why once I upgrade from the bryar to the e11, I can't switch back to the bryar?
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