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Tempust85

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Everything posted by Tempust85

  1. Still waiting on Assimilate to get approved. :)

    1. Show previous comments  10 more
    2. Archangel35757

      Archangel35757

      Can bones be in more than one group?

    3. Archangel35757

      Archangel35757

      Missed your comment... they have the eyes closed in one of the face anims IIRC... so do they use that one?:

    4. ensiform

      ensiform

      Would be nice if the still good tools (w/source) that were shipped with GPL release got replaced with Qt. These all use MFC and its not compatible with Express editions of MSVC including Assimilate. :(

  2. I just noticed that the strong attack in JK2 (right to left slice) is different from JKA (front slice).
  3. Roger. @@eezstreet: (1) Is there a way to reduce how long the force power effect is played on the hand(s)? (2) I've noticed sometimes after a level load (next area) that the force power meter on the HUD stops functioning and flickers. (3) Also, the viewmodel likes to disappear after grip is played. Was doing this before your grip fix as well.
  4. You guys are nuts, that just makes things look hella weird.
  5. cg_fovviewmodel 70 looks nice to me with the new repeater. @@eezstreet I've tweaked the effects to play at 0,0,0 origin for the new repeater. I've updated the PK3 - now is assigned to replace the old repeater, added effects fixing. Same link as always in your current PM's.
  6. Dunno why Raven feels it's so difficult to upload a handful of files seeing as the rest of the source code is already out. Why guard the code to a compiler......
  7. Yeah, I meant adding the ability to compile .xsi to .glm/gla from assimilate and forget carcass. This way, anyone can change what they want to the ghoul2 format or even make a ghoul3 format. Half of the work is done, seeing as assimilate can import .xsi files. Just call it Assimilass. If people still want to use carcass with assimilate, just use the original tools. @@Xycaleth Also, you could do away with FBX (you said it was a pain) and just upgrade the code to accept dotXSI 6.0 as well as 3.0/3.5.
  8. We could finally replace carcass, and would be more user-friendly.
  9. @@Xycaleth I was thinking. What about making assimilate able to compile Ghoul2 (without the need for carcass)? It can already work with .xsi files and would serve as a good GUI.
  10. Having an issue with grip not playing properly. I've sent you a PM eez.
  11. 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.
  12. Ok cool. Bah: VM_FABSORB VM_FABSORB_START VM_FABSORB_END
  13. 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.
  14. VM_FRESISTPUSH - resist push VM_FMINDTRICK1 VM_FMINDTRICK2
  15. 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
  16. I haven't done lightning yet, I still need to do it and the rest. I edited my post just before you posted btw.
  17. 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.
  18. Updated assimilate to be able to choose FACE_ & VM_ animations from the picker. Waiting for its approval.
  19. I'll write a tutorial once I finish this gun, but it will only work in JK: Enhanced exe.
  20. 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.
  21. https://dl.dropboxusercontent.com/u/16660487/JKA/test.avi
  22. Stencil shadows suck anyway, so just make sure it gets the carcass tick of approval (letting the model compile lol).
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