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Tempust85

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Everything posted by Tempust85

  1. Yeah I noticed that, but I'm wanting to have OpenJK (official project, not a fork) support a _humanoid.gla with more bones. This would replace the base JKA one and would be useable for SP & MP with full compatibility for base JKA/JO models via conversion tables.
  2. He hopefully will once rend2 is available for SP, so everyone can really get right in and produce high quality content.
  3. Who should I talk to about support for a new main humanoid GLA in the main OpenJK project? It won't break any models, except maybe JO IF 2 conversion tables can't be used. Only re-rigged models will use the new bones of the new GLA though, but will keep 100% of the old ones for compatibility. @@ensiform @@Raz0r
  4. Blender & modtool are free and should be able to do the job. You can also use noesis to convert to md3/glm.
  5. Tempust85

    Assimilate

    FYI - This will allow the original _humanoid.car to be compiled and to also spit out an animation.cfg.
  6. Wireless internet ftw
  7. I'm actually very interested in this show now after that preview.
  8. I know, I forgot to add in who I was talking to. Who actually should I talk to about this conversion table for a new GLA in OpenJK, @@ensiform or @@Raz0r ?
  9. Yeah but jk2 models lhand tag is weighed to the lhand. You'd need to do some hacky thing in the code to swap out its weights from the lhand to the lhand_tag_bone it if that's even possible.
  10. The eye bones are used for eyelid movement. For some reason when Raven ported their SoF2 skeleton over to JO, they removed the eyelid bones (as well as several other facial bones) at compile time. It's quite easy to add them back, but OpenJK (I say OpenJK because it'd be stupid to have a separate project just for a new GLA conversion table) would have to adopt the new GLA and create conversion tables for base JKA/JO rigged models to run off the new GLA which will break nothing. I've done this in a test, but with only converting JKA models as I couldn't put more than 1 table in due to my n00bness.
  11. It still kicks the ass of the one in JO/JKA.
  12. Carrie & Mark were both told to lose weight, and Mark was also told to grow a beard. Luke will look more or less like my avatar, which is why I made it. Btw, is that a dead Jawa sideways in the above pic?
  13. That needs to be weighed better, with perhaps more tris for a smoother blend between the thighs & pelvis. Marz's models are famous for their crap weigh jobs, and poorly optimised meshes & UVs (edge seam stretching).
  14. Version 3.1

    164 downloads

    *************** * Assimilate * *************** Original Code: Raven Code edits: DT Date: 21st August 2014 Version: 3.1 Description: *************** Edited the code to stop the auto re-ordering of animations in the .car files, added a 5th additional animation slot & added support for FACE_ & VM_ (JK:Enhanced use only) animations to be listed in the animation picker. Installation: *************** Place assimilate.exe in your JKA tools directory to replace the old one.
  15. Update: (deleted other post incase you saw it with the 'dirt' on the sides of the nose)
  16. So JK2 HD is dead?
  17. The majority of animations you see in JKA actually came from JO. Wouldn't take long to make a trooper GLA, and strip out all the unnecessary animations from it that troopers wouldn't use.
  18. Can't wait to give this a test when it's ready.
  19. Just wait until rend2 is fully ported before worrying about extra stuff. Having rend2 itself will be amazing enough.
  20. For someone who has all the necessary knowledge, it's rather easy. If you don't know what to do and you're following a tutorial, it could be difficult.
  21. I suppose one could make a mod, where the stormtrooper runs off its own GLA and you can have his stances/shoot animations without altering the main GLA for everything else. @@ensiform Do you know what causes this in MP: 'unable to load unsupported model "hazardtrooper" (missing bones or animation)' Is it simply the fact that it uses its own GLA?
  22. I've tweaked a few things since that last pic, will post an update in a few days.
  23. IMO people should start off learning to model, create UV maps & texture before thinking about getting something into JKA or any game for that matter. Learning the software package via its tutorials is the perfect way. Come and post on JKHub once you can do these things and we will help you get your creations in-game.
  24. I've never seen a model in any of the pk3's use .pic. Maybe just import textures by the name, and one of the 3 (TGA/PNG/JPG) extensions? Anyhow, texture import isn't that big of a deal and we can do without it.
  25. Update:
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