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DT.

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Everything posted by DT.

  1. Sure man, that'd be great. Once SomaZ has the lighting sorted and we have our first map lit properly, feel free to grab the mod and take snaps to add to an article.
  2. looks much better under the sun, could it be something to do with light maps? Would make sense that the sun gives accurate results.
  3. Added: - Bryar_VM.pk3
  4. Lol well, I never said I was a lighting genius. I detest lighting maps. What I'd like is a setup to mimic marmoset's viewport with 2 light sources. Of course you wouldn't be able to control them, but still would be good. I'll see what I can do later in the week perhaps.
  5. I increased the map lights to be VERY bright, compared to last time. I'll upload a WIP of the gun today to Dropbox, and post in updates when I've done it.
  6. Still think how the game renders PBR is a bit off, just seems too shiny to me: @@AshuraDX I'm still animating this, but you can safely delete the unseen faces at the end where the muzzle flash is - we won't be turning the gun around.
  7. Updated: - df2gamex86.dll - opendf2_sp.x86.exe - rdsp-GL2_x86.dll Changes: - ghoul2 viewmodels are now working. My old Heavy Repeater test from JK2HD, during a force push:
  8. It should run? I'm trying to run it now from my dropbox and it gives me the missing openal32.dll error. What's your OS? Anyone else getting this issue?
  9. Just the sequencer charge, we will use base's detonation pack instead. I'll try my best to code in the rail detonator, so don't bother with that unless I can code it. Btw, how are those textures for 07yun coming?
  10. Honestly, the wrists & hands will pretty much look the same if they're symmetrical or not. You won't really see the upper arm. So just go with symmetrical, save non-symmetrical for the player model whenever you can make him.
  11. Well, except for melee. You'll see both then. EDIT: I've got to fix up the ghoul2 viewmodel code, I think I broke something lol.
  12. Tbh, I think the metal trigger looks sweet. And honestly, no one will really be looking at the trigger so don't worry about it.
  13. I'll get started on this tomorrow, my net is being slow atm so can't download it.
  14. Is there a quick way to mark up the texture, without having to do it by hand in photoshop?
  15. 50%? Where did you find that out? I would think it would be a bit higher than that, seeing as almost everything is a model these days inside a map.
  16. Maybe callus becomes Crix madine?
  17. Yeah, no reload animations. @@AshuraDX Send me the viewmodel with just some texture slapped on and i'll do up the animations, and delete as necessary. After, I'll send you back the model for you to finish. P.S With ghoul2 viewmodels, we can make a viewmodel animation for any player model animation. This means, we can have force powers used in first person while holding the gun.
  18. Honestly, both look superb. With hardly any modellers, I think it's best to just use brushwork instead of converting everything to models. Sure, it won't look as good as a model (normals, no hard edges, etc) but PBR textures will still make it look pretty decent. Can you please send me your .map file for Maw? I'll do up the scripts and give the VIS a check. I had started on this level, and VIS took a long time. Not exactly sure what more can be done for such a large, open level such as this. P.S I'm currently working on 21ajerec, trying to get all the small levels done and out of the way.
  19. Could load the Sulon Star as an MD3, loaded by the renderer. What was that last screenshot of a map you were working on? Where I said that we needed to redo parts of it due to GL2.
  20. Spectacular visuals and looks to have a good story. Very impressed, DICE.
  21. @@Ramikad, didn't you start this?
  22. Could be Luke's hand, part of the flashback scene we're going to see most likely. He may have had a different outfit before things went to shit. The book looks charred, so Luke could be going back into the burnt down (possible Jedi Temple) building to recover what he can.
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