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Tempust85

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Everything posted by Tempust85

  1. Push: Pull:
  2. 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.
  3. Ok cool. Bah: VM_FABSORB VM_FABSORB_START VM_FABSORB_END
  4. 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.
  5. VM_FRESISTPUSH - resist push VM_FMINDTRICK1 VM_FMINDTRICK2
  6. 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
  7. I haven't done lightning yet, I still need to do it and the rest. I edited my post just before you posted btw.
  8. 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.
  9. Updated assimilate to be able to choose FACE_ & VM_ animations from the picker. Waiting for its approval.
  10. I'll write a tutorial once I finish this gun, but it will only work in JK: Enhanced exe.
  11. 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.
  12. https://dl.dropboxusercontent.com/u/16660487/JKA/test.avi
  13. Just the trailer, haven't had a chance.
  14. Stencil shadows suck anyway, so just make sure it gets the carcass tick of approval (letting the model compile lol).
  15. I think he's bringing source engine content into JKA, not sure. I'm personally not doing anything here.
  16. JK: Enhanced.
  17. 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.
  18. Love the lightning on the blade, great job!
  19. Root Pose: VM_READY: Ingame: Sucks that all you can see is a thumb lol.
  20. Would be great to be able to link in sounds to play, then write an animevents.cfg.
  21. @@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).
  22. There is.
  23. 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?
  24. 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.
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