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Tempust85

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Everything posted by Tempust85

  1. ShaderED also becomes obsolete with a modern renderer. Could really use the source code.
  2. Perhaps look into making the editors in-game, like Id Tech 4.
  3. You can set up the constraints in your 3D package, then bake it so all movement is keyed onto the bones. It's how I managed to get the pistons on my t-800 to move right years ago in both source and JKA.
  4. Unless they have PBR materials, can't really use them. P.S If you want something smaller to do, how about a DF mod MP? Much less work.
  5. But how does WZ handle larger, outdoor maps performance-wise?
  6. Come to the PBR side, we have realism!
  7. Can you elaborate on large map support?
  8. Pretty sure there's already code to move the head to look at another npc. No idea if there's something in Icarus that you can use, but worth a look.
  9. But why keep screwing with light maps? Wouldn't it be better to invest time into dynamic lighting and shadows?
  10. You can't animate world (player bolted) weapon models, not for how the code is set up currently anyhow.
  11. That's pretty good, nice job!
  12. Well if you're willing to do a high poly bake and make a PBR version, we would be happy to use it in DF2 mod.
  13. Are you going to do a high poly bake?
  14. Instead of missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->dflags = DAMAGE_DISMEMBER; Do: missile->dflags = DAMAGE_DEATH_KNOCKBACK | DAMAGE_DISMEMBER;
  15. So will you be using a different format instead of ghoul2?
  16. Ssao is shit in rend2, its disabled by default.
  17. There is a walk anim I believe that isn't animated in-place, in the GLA.
  18. I admit I have been on a break lately, but have felt the want to update this ent. Atm, I've tidied up the code and: - added a LOOP flag for animation. Useful for 1-frame models - added USE_SKIN flag when wanting to use skin files. If not set, will use internal texture path. - removed startframe & endframe. added ability to set the animation to play via its number in the animation table. Default 0. (experimental) I'd like to add animation.cfg anim name reading, but not too sure how yet.
  19. It would be a task of modifying misc_model_breakable to load animation.cfg. Animevents on a map ent? That may be more difficult, dunno. Loading the cfgs for md3's weren't disabled, it's the fact that ghoul2 models were set to load instead of md3 as player models. Also, Jka uses a slightly different animation.cfg than q3. Jka uses anim names, q3 uses anim numbers.
  20. Anyone know his gaming nickname? I don't think he mentioned it.
  21. Model root should always be at 0,0,0
  22. Misc model doesn't count because it becomes part of the bsp. Lights also don't count. I would think pretty much everything else would count.
  23. See if quark can help, I think it can handle both map formats.
  24. I intend on porting the changes to MP once somaz is done, at least with major stuff.
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