-
Posts
4,085 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by Tempust85
-
-
Pretty sure ET's misc_gamemodel is similar to JKA's misc_model_static.
Sounds like you have too many verts per surface in the MD3, which the MD3 loader won't allow more than 1,025 verts by the looks and a surface in your MD3 has 2,044 verts. Try splitting the model into smaller mesh chunks, then export to MD3 again.
-
But you forget that he was cut off from the Force, so he needed to the Valley to reconnect.
Well yes, but I reckon he became more powerful as well.
-
I say Desaan.
Kyle could only defeat him by going to the Valley for power, whereas he was able to defeat Jerec straight up.
-
Porg gun sounds nice....just have its ass pointing out and shooting lasers.
AshuraDX likes this -
Always a good idea to create a simple test anim to see how your character deforms, and to see if you've missed a vertex during weighing.
-
Superb!
Btw, is a .map importer still planned?
-
^^^ Nickey Mouse
-
Nice to see it still up. Damn I miss infinity blade
Circa likes this -
So I've come across some of Toshi's 3d art, thought you guys might be interested in what he's upto these days:
-
May want to use a path with no spaces, like c:\q3map2\decomp
Droidy365 likes this -
Not bad!
dg1995 likes this -
fakenews, you did too drop linux support, theres demand for linux support and opensource, so go backout with those lies
WTB troll repellant.
-
But why and how is it crazy? It's the Force we're talking about! Anything is possible with the Force! The tiny, old Yoda could Force move Luke's x-wing no problem, so why is it such a stretch that a young guy that's supposedly so powerful in the Force could pull a star destroyer out of the sky?
It's nothing we've ever seen in any movie, and I'm pretty sure they're wanting to keep to what we see in the movies in terms of the force. Gotta admit, pulling a ship out of the sky was pretty out there.
-
You need to make sure of one thing, the skeleton you used has the proper hierarchy and local transforms for each bone or you'll get some strange problems like ankles rolling the wrong way on slopes and neck rotating on a different axis when looking.
^ This.
It's due to the pitch/yaw being coded to be on a certain axis. I much prefer Source engines method of having a lot of this coded animation stuff external. An example is allowing it so you can set your own pitch/yaw axis per skeleton.
-
Adding 75 nulls to the skeleton? Why so many?
-
Does mod tool even have any cloth sim?
-
It's a bit more complicated, it seems. It's been a while, sue me.
Anyway, I think the best thing you can do is use the odd skeletons as a shadow with your normal skeleton strapped to it, and then bake the animation. Hopefully all of the odd skeletons are identical, so it'll be faster the next time you need to do this.
-
We are in need of a decent Kyle, so if you are able, then that would be awesome.
-
I imported both_death1. It's simple really, just delete the eff's & roots (and any non-animated duplicates. This is a thing in 3ds Max, not sure about mod tool) and re-link (eg. rfemurYZ to pelvis). Every bone/null has the animation baked, so a re-link will work fine.
-
Broken anims? I never came across any broken anims, but then again, I use 3ds Max.EDIT:
Ah yes, I see. Easily fixed, just time consuming.
ChalklYne likes this -
-
Nice to see an update to the repo. Any info on the latest commit? @@NAB622
-
I forgot you can import gla's now. Blender right? Well... if that's the case, you can eventually just import, then export as xsi or fbx and i can slap it in softimage and add it to the new one. Also, I figure you'd be a good person to ask...
Weren't we talking about adding back in the toes and fingers from JKO? Then won't the conversion table be unnecessary for importing the "broken" xsi's to our new skele?
Nah, Noesis and export to FBX - Blender can't handle the shitload of frames in the GLA.
ll fingers and the two toe bones are already present in every animation, it's just that they were omitted during compile.
You'll need a conversion table (so a modified openjk) so any base JKA rigged models will work with the new GLA, it's just that they won't have access to any clothsim, etc unless re-rigged.
-
Don't think so. Can always import the cinematic GLAs and bind their bones to the new GLA's bones to export out, though. Tbh, screw the basegame. If people want to play the base game, remove the new GLA's pk3.
ChalklYne likes this
FEATURE: OpenGL 3 Renderer
in DF2 Mod Development
Posted · Edited by Circa
Keep a check on the DF2 mod section of the
JKHubJKCommunity discord.