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Tempust85

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Everything posted by Tempust85

  1. The longer the animation, the more the jitter from what I can see.
  2. I doubt we will get it this time, so let's have this as the last time we ask.
  3. Methinks the piggy needs a 'fat boy skeleton'.
  4. What I think would more motivate them is knowing about how dotXSI is coming to an end and us modders desperately need the code to add more formats
  5. Seen it in Noesis, Modview & ingame. It's just the way carcass compresses the animations methinks. What ever Rich did for Noesis produces next-to-no jitter.
  6. I have no doubt, but wouldn't it use too many bones just to do something a shader could do? I haven't a clue if JKA gets bogged down by a lot of bones or not.
  7. What ever happened to Moondog? He just left again?

    1. Show previous comments  2 more
    2. minilogoguy18

      minilogoguy18

      I'd imagine they'd at least take down the map that was submitted by the person who stole it.

    3. Circa
    4. Ping

      Ping

      Name and shame them.

  8. Not possible unless GLA's can store scale animation, and my tests have revealed they don't.
  9. It jitters AFTER it's been converted to GLA using carcass. The source file itself has no jitter.
  10. I don't see why not, it should just work like other models being sliced up. Will just need someone to export the rancor with the proper tags & caps.
  11. No jitter present in a GLA from Noesis, compared to a GLA from carcass. Awesome :D

    1. Show previous comments  3 more
    2. Tempust85

      Tempust85

      Doesn't matter where the animation comes from, it's the fact that jitter isn't noticeable anymore using Noesis. HOWEVER, Noesis isn't what I'd call 'ready' for use with JKA. Still a few bugs, but hopefully they will get sorted by Rich. :D

    3. Archangel35757

      Archangel35757

      But in the "jittery bones" thread you stated the dotXSI files played fine in ModTool... so jog my memory-- is this jitter present in the official, original _humanoid.gla file???

    4. minilogoguy18

      minilogoguy18

      I wonder what's causing it, maybe a combination of the linear interpolation the game uses mixed with the low frame rate of the animations?

  12. Yeah that would work but wouldn't it make the overall bone count too high?
  13. Only Assimilate can create animation.cfg files, Modview just reads them and creates animevents.cfg files.
  14. That would work easily if carcass could process scale animation data. May have to code in an eye texture swap from normal to dilated.
  15. He was unwilling to ask Raven for us, and felt it was rude to keep prodding them about it. He didn't mention he had the code, but he said Noesis does everything carcass can. I then PM'd him back with the issue for his GLM export.
  16. Here's something I just found from SoF2's GLA: Interesting.
  17. Only problem I can see is writing up a decent .cfg since SoF2 doesn't use them.
  18. Worked a bit on the body last night, nothing really to show off.
  19. Those gaps are weighing bugs. Easily fixed inside Max or Modtool.
  20. Just PM'd Rich, but he hasn't been on in a month though
  21. This is one of the strangest requests I've read.
  22. I think it would just be easier to fix the conversion to Ghoul2? We know it's not the Max (and probably not XSI) exporters or the dotXSI format. Doesn't anyone have a contact in Raven they can ask for carcass's source code? I wouldn't mind also getting carcass_prequat.exe.
  23. Hapslash didn't make a RotJ Stormtrooper, which the RotJ version only has a full black 'mouth'.
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