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Tempust85

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Everything posted by Tempust85

  1. I think he's bringing source engine content into JKA, not sure. I'm personally not doing anything here.
  2. 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.
  3. Root Pose: VM_READY: Ingame: Sucks that all you can see is a thumb lol.
  4. Would be great to be able to link in sounds to play, then write an animevents.cfg.
  5. @@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).
  6. 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?
  7. 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.
  8. Stencil shadows are sh!t. They look horrible on the player models themselves and they sometimes produce shadows in thin air (was on a ledge and the shadow didn't 'stop' at the edge, but continued). What MB2 has in terms of shadows is much better and should be put in to replace stencils in the vanilla renderer. P.S Needs more rend2.
  9. It's already at 2048x. The gun can be moved.
  10. Ghoul2 viewmodel: Still need to make actual animations & increase the model quality.
  11. So does this mean DF1, DF2, JK2 & JKA need to have this kind of design to 'fit' into the new post-episode VI universe? Hmmm......
  12. I mean a physical way to reload. An example is this weapon, the imperial repeater.
  13. Ya but rend2 is more important.
  14. It's hard when they are named the exact same. Best thing you could hope for is Modview to do what the game does for JK2 models - convert them over to the JKA _humanoid via a conversion table. You won't be able to see any JK2 animations, but at least then the JK2 model will load on the JKA _humanoid.
  15. I haven't actually set up a CAT rig yet, all I'll need is the face_always_ null & your other facial nulls. This way I can snap your face_always_ null to my face_always_ null to have 100% correct placement for all the incoming facial nulls. Sof2 compatibility isn't needed, just create your own where you want them and make sure they don't use the same names as any facial nulls present in the JKA animations. You could put say "ltlip1_new" or something. Would be best I think to create new tail nulls as the current ones have some crappy animations and I'm not going to go through them all just to remove the animation data from the tails.
  16. The thing is though, not all weapons have a spot to pull out a cartridge and shove a new one in. What about you press reload and it just recharges your weapon with no actual cartridge swap? There would be a recharging animation of course.
  17. Not unless you can get them into dotxsi 3.0/3.5 format somehow. @@Archangel35757 I completely forgot about your facial rig, my bad. I won't be adding any new bones, just bringing back omitted ones that are still present in the animation source. From what I understood, we would have your new facial bones in the main _humanoid GLA but put the expresssion animations in a separate GLA?
  18. Dat WoD cinematic

  19. Just going to use a different mesh for each renderer, the normal map looks horrible with smooth groups.
  20. Need more people working on it, Xycaleth is pretty much on his own.
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