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Tempust85

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Everything 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
  2. Nah, just protein shake. The steroids are coming.
  3. 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.
  4. You couldn't just export to ase/md3 and load it in as a misc_model?
  5. 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)
  6. Good, cuz we wants to see moar of the physax.
  7. Superb! Just need to merge the normals to stop that edge split on his head.
  8. 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.
  9. 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.
  10. 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.
  11. I'd rather see someone enable the use of other file formats for player models and animations. Wouldn't mind giving IQM a whirl for player models.
  12. 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.
  13. Had a go at painting, rather than photo-sourcing: https://www.dropbox.com/s/12y6qougvlmcmlk/Pic2.png?dl=0

    1. dark_apprentice
    2. Bek

      Bek

      Needs more rend2

    3. AshuraDX

      AshuraDX

      coudl use more shape definition in the form of lighting and some more surface detail, looks like a doll atm

  14. Poly counts must be through the roof.
  15. More thinking of the PBR textures, though yeah photoshop would work. Still, extra work to be done.
  16. To port these, you'd need either rend2 to be completed to use the textures or someone needs to take the time to bake them. The poly count will need to be lowered either way. You will never get battlefront quality even with the models ported but in saying that, rend2 would bring it pretty close.
  17. Still would be better off with a model, for best results.
  18. 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.
  19. Finished the campaign, was good. Billy Dee Williams is hands down the best part about it. Pissed that I had to use 1152X864 res and everything on low just to play it. MP However, I can play @ 1080p with medium settings. #wtfdice
  20. Keep the mask on, is all I'll say!
  21. Worked with source, hell no. Go UE4.
  22. Just bought it on PC, downloading 56GB on Australia's potato net.
  23. Anyone got this on PC? If so, thoughts?
  24. I can give it a go tomorrow. Does it support PBR materials?
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