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Everything posted by Tempust85
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Push: Pull:
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Yeah, I also need to slow the animations down a bit. A lot easier now I can see how it is in-game, thanks eez.
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Ok cool. Bah: VM_FABSORB VM_FABSORB_START VM_FABSORB_END
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VM_IDLE seems to be tied to the 1-framed gun holding animation, and VM_READY just isn't recognised. They are both 1-framed animations for now so you won't see a change when you fix it.
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VM_FRESISTPUSH - resist push VM_FMINDTRICK1 VM_FMINDTRICK2
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I will soon. I went through and here's the others (yet to be made): VM_FGRIP_THROW VM_FHEAL_QUICK VM_FHEAL_START VM_FHEAL_STOP VM_FLIGHTNING VM_FLIGHTNING_START VM_FLIGHTNING_HOLD VM_FLIGHTNING_RELEASE VM_2H_FLIGHTNING VM_2H_FLIGHTNING_START VM_2H_FLIGHTNING_HOLD VM_2H_FLIGHTNING_RELEASE VM_FDRAIN VM_FDRAIN_START VM_FDRAIN_HOLD VM_FDRAIN_RELEASE VM_FPROTECT VM_FPROTECT_FAST VM_FRAGE
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I haven't done lightning yet, I still need to do it and the rest. I edited my post just before you posted btw.
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G2 viewmodels aren't affected by cg_fovviewmodel, and I'd very much like a viewmodel FOV setting added to the json. Start off with these, I still need to finish the rest: VM_FPUSH - force push VM_FPULL - force pull VM_FGRIP - force grip VM_FGRIP_HOLD - force grip hold VM_FGRIP_RELEASE - force grip release VM_READY needs to be hooked to the 1-framed gun holding animation. VM_IDLE needs to be hooked to the idle animation that plays after a while of standing still. I've also added tags to the hands for effects to be attached - *l_hand & *r_hand.
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Updated assimilate to be able to choose FACE_ & VM_ animations from the picker. Waiting for its approval.
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I'll write a tutorial once I finish this gun, but it will only work in JK: Enhanced exe.
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That's recorded from Modview, it looks better ingame though. (just need that force push coded) @@Mandalorian The way MD3 is used in JKA, it cannot do complex animation. You have to rely on tag animation, rather than vertex animation.
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https://dl.dropboxusercontent.com/u/16660487/JKA/test.avi
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Star Lord/Peter Quill from GotG model request
Tempust85 replied to ensiform's topic in Mod Requests & Suggestions
Just the trailer, haven't had a chance. -
Star Lord/Peter Quill from GotG model request
Tempust85 replied to ensiform's topic in Mod Requests & Suggestions
Star Lord man, c'mon -
Stencil shadows suck anyway, so just make sure it gets the carcass tick of approval (letting the model compile lol).
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I think he's bringing source engine content into JKA, not sure. I'm personally not doing anything here.
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JK: Enhanced.
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If it's normal map related: The only way to 'fix' the seams created from model detachment is to bake the normal map from a highpoly source to a low poly model that already has the seams in-place. This way, the normal map is working with the seams rather than trying to act like they aren't there. While it most likely won't remove it 100%, it should reduce the visibility of the seams. If it's not normal map related, there's nothing you can do except not segment.
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- 12 comments
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- non star wars related
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Root Pose: VM_READY: Ingame: Sucks that all you can see is a thumb lol.
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Would be great to be able to link in sounds to play, then write an animevents.cfg.
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@@eezstreet cg_fovViewmodel works only for MD3 models. Would be great to have a FOV value in the json for each weapon. I really don't want to do what Raven did and just squish the actual model (look at the repeater viewmodel).
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Update: Matches the original position more closely. @@eezstreet possible to have FOV setting for the viewmodel in the json without changing the FOV of first person itself?
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Error: Surface 'smdimport' has 88 bone references, max is 32! Surface "smdimport" has exceeded 32 bone references This means that you cannot have more than 32 bones weighed to 1 surface, not the 4 bone per vert limit. Source engine content usually have their meshes as one big object. Try splitting up the mesh, this will fix it.