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Tempust85

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Everything posted by Tempust85

  1. Need all new clone models. Someone (I don't, too many variations) who has the ability to do ALL the variants should totally do it.
  2. Please post the triangle & vert count.
  3. If you want them in JKA so bad, just retopo & bake the normals into the diffuse.
  4. Brilliant @@Archangel35757 it works. The animation from Max 2011 & 2014 match exactly. Exported the same way that I do in 2011 - export selected.
    1. Show previous comments  4 more
    2. ent

      ent

      If it's not a secret, how did you get such passion to everything terminator related?

    3. Tempust85

      Tempust85

      I grew up watching the Terminator movies & playing the games. I've always been interested in robots

    4. minilogoguy18

      minilogoguy18

      Yeah, I've never known anyone to be into the terminator series so much or at all really even.

  5. I think it looks good from what we can see in that shot. Next thing you know, it's light blue.
  6. Tempust85

    MBII

    Here's an idea I've been thinking of: MBII on OpenJK's rend2 could be MBIII, and dump the MBIII UDK in favour of MBIV UE4 which would be a non-Star Wars game that could be sold.
  7. Not sure, will have to see how it goes I guess.
  8. How would lip sync work with the current cinematic scripts?
  9. So with a separate lipsync.GLA, can each model use its own lipsync.GLA for different bone layouts?
  10. Yeah, include the cranium bone in both GLA's then do a bone merge of the cranium bone in the code.
  11. New bones can be added in with a recompile of the JKA animations, I've done this a few times before. All you need is a new root.xsi that contains the model + updated skeleton & a 1 frame animation containing the new bones at the top of the animation list in the model.car file. I'm sure @@minilogoguy18 could handle this. But hang on, can't we just use vertex animation like source engine?
  12. Tempust85

    MBII

    All I've read on the forums is that they are whining about the open source part.
  13. I'll be aiming for an absolute maximum of 9k for characters, with the exception of complex models such as the T-800 which will easily hit over 10k with all the pistons etc. All of these will have 3 LODs, so it shouldn't be an issue. Toshi managed to make his Arnie model hitting just over 5k, which was made for source engine years ago. I'll probably increase the detail in some areas, but overall it doesn't need to be changed.
  14. Submitted a few shots today on Terminator Apocalypse's ModDB page

  15. That could be quite possible. I'll see if I can grab a 2013 trial.
  16. ModDB site is now up: http://www.moddb.com/games/ta-game
  17. Check your email, it crashed. Tried in 2014 though. I suggest you grab a trial of 2013 and verify it will export, otherwise it's going to be a long journey to get it to work lol.
  18. It would be better to just fix the conversion to GLM or somehow try to fix it in the renderer.
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