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Tempust85

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Posts posted by Tempust85

  1. If you're interested, I've added custom saber blades. Modders can load custom blade textures (eg. Kylo's unstable blade, Rebels blades, etc) & set a custom dlight color, when saberColor is set to custom. I've only added it to single sabers, not double-bladed sabers though it wouldn't take much to do it.

    Here's the code: https://github.com/DT85/OpenJK/tree/Custom_SaberBlades

     

    3N2RWck.jpg

  2. It would end up the exact same as it is now game-wise, just that it's split up into parts for easier modding. Personally, I'd rather just have every animation loose like Quake 4 does with MD5anim but I'm pretty sure this appending code has some sort of memory limitations and appending 1,000+ GLA's would kill something. :lol:

  3. what I'd like to do with this is break up the main gla into parts like so:

     

    - Core (runs, walks, crouch walks, jumps, stands, idles, deaths, legs, swims, face)

    - Guns (all gun animations)

    - Saber (all saber animations)

    - Force (all force animations, including acrobatics)

    - Misc (any animations that do not fit in any other category)

  4. Yes, it would override the existing animation in either the base _humanoid.gla or a previously appended GLA.

     

    What would be the point of making anims.h external? Any new animations would still need to be coded in to actually do something, unless of course you mean for ICARUS where you can just play an animation.

  5. Long answer: The initial thought was to have an easier way for modders to add new animation in (though it would require code edits for them to be added to the animtable, and to actually do something). But I noticed that the last appended GLA will override the main GLA's (and any other previously appended GLAs) animation, which is great because people like to make stance mods.

     

    Short answer: It works to add and/or replace animations.

     

     

    Side note: Might be possible to do this per class, not sure.

  6. So I've figured out how to load another GLA ontop of the base _humanoid GLA and the cinematic map GLA. Here's the code:

     

    NPC_stats.cpp - Game

    Find line "if (Q_stricmp(skeletonName, "_humanoid")==0)" and put this in after the cinematic GLA stuff.

    			// loading the "modder" animation GLA for new animations, so animators don't need to edit the base _humanoid GLA.
    			char  _humanoid_mod1Name[MAX_QPATH];
    			Com_sprintf(_humanoid_mod1Name, MAX_QPATH, "_humanoid_mod1");
    
    			const int mod1_animsGLAIndex = gi.G2API_PrecacheGhoul2Model(va("models/players/%s/%s.gla", _humanoid_mod1Name, _humanoid_mod1Name));
    			if (mod1_animsGLAIndex)
    			{
    				assert(mod1_animsGLAIndex == normalGLAIndex + 2);
    				if (mod1_animsGLAIndex != normalGLAIndex + 2)
    				{
    					Com_Error(ERR_DROP, "_humanoid_mod1 GLA was not loaded after the normal GLA.  Cannot continue safely.");
    				}
    				G_ParseAnimationFile(2, _humanoid_mod1Name, fileIndex);
    				G_ParseAnimationEvtFile(2, _humanoid_mod1Name, fileIndex, mod1_animsGLAIndex, false/*flag for model specific*/);
    			}
    

    tr_ghoul2.cpp - Renderer

    Find line "if (!strcmp(mdxm->animName,"models/players/_humanoid/_humanoid"))" and put this in after the cinematic GLA code.

    		// loading the "modder" animation GLA for new animations, so animators don't need to edit the base _humanoid GLA.
    		RE_RegisterModel("models/players/_humanoid_mod1/_humanoid_mod1.gla");	
    

    This "modder GLA" takes preference over the base _humanoid & cinematic GLAs in-game, so modders can do easy animation replacements. You can make stance mods or add new animations (would need code edits obviously for new animations) without having to touch the base _humanoid GLA.

    ent, Archangel35757, dg1995 and 4 others like this
  7. Honestly, I just feel a bit robbed.

     

    I wanted to see Luke in one, if not final REAL lightsaber battle.

     

    We needed more Jedi temple flashbacks of a younger Luke teaching others including Ben, to really drive home what got destroyed. We needed to see Luke as he was before snoke corrupting Ben.

     

    Speaking of Snoke, why the hell is he dead? He was cut about the same place as Maul. I'd very much like to see Hux somehow bring him back to life, if only to kick Bens ass.

  8. If you're having lightmap issues, I suggest giving the brush model a "nodraw_solid" shader and load an MD3 using "model2". I've had to do this with lifts/elevators before. You won't need to make a clipmodel either, as your brushwork will be solid but not visible.

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