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Tempust85

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Posts posted by Tempust85

  1. If you have the time to do models, go for it. Just export out the brushwork arch as an OBJ so you have exact size reference. You will have to make sure it replaces the lift room's wall though, and make sure the brick texture for it is scaled to match the brushwork version.

  2. Updated:

     

    - 07yun_gl2.pk3

    - DF2_assets.pk3

    - DF2_textures.pk3

     

     

    Changes:

     

    - updated 07yun_gl2 map

    - added door texture for 07yun_gl2

    - replaced a few textures for 07yun_gl2, with PBR versions

    - added a few shaders for 07yun_gl2

  3. If this is MP, I suggest manual blocking. SP, you could have auto block for easy difficulty and manual for hard.

     

     

    If any re-targeting happens, I suggest redoing the fingers animations yourself to properly grasp the hilt. JKA's animations have pretty bad finger placement so I say, so why port the crap placement over. :P

     

    I imported the UE4 dummy skeleton against JKA's and the proportions are fairly close.

    Boothand and Bek like this
  4. @@AshuraDX ...in your doorway arch (at top) in second pic-- the stones would not be cut like that. You should modify the door arch so the tiling doesn't look awkward-- don't notch them out so much and add a keystone in center with different material.

     

    I'm pretty sure he didn't keep the original texture size, so it looks off.

     

     

    @@AshuraDX I've updated the pk3's, I suggest grabbing the textures.pk3 and keeping to the sizes. Would much rather do a simple texture replace, than having to re-scale everything.

     

     

    @@minilogoguy18 can make a list later on but for now, it would be best for you to finish up the Gorc animating so he's playable.

  5. Updated:

     

    - 07yun_gl2.pk3

    - DF2_assets.pk3

     

     

    Added:

     

    - DF2_textures.pk3

    - 11gorc_gl2.pk3

     

     

    Changes:

     

    - moved the textures out of DF2_assets.pk3 to its own pk3

    - redone texture paths. Shaders are currently broken, but need to redo anyway for GL2

    - updated 07yun_gl2 with current texture paths

    - added 11gorc_gl2

  6. Don't forget - BSP has issues with large, open areas. The Maw map needs optimization, which I'm working on. I've managed to fix VIS, and trim down the skybox which means less open space.

     

    I think the skyportal is just for having a 3d skybox vs 2d textures. If I had to wager a guess on which provides better performance, I'd go with just a regular skybox.

  7. Edited the About: Dark Forces II Mod & Applications posts with suggestions from the above posts.

     

     

    @@SomaZ, yeah I miss TNE too. I know I yo-yo'd a bit, but it was good times and I learned alot as well. Before TNE, I didn't know wtf a normal map was. :P

    SomaZ likes this
  8. Dark Forces II Mod is a total conversion modification, for Star Wars Jedi Knight: Jedi Academy. This project aims to re-create Star Wars Dark Forces II: Jedi Knight but with modern rendering, more detailed levels and utilizing Jedi Academy's lightsaber combat system. We're using OpenJK's code as a base, and also using code from ioquake3's OpenGL 2 renderer with our own improvements.

     

    If you're skilled or have a drive to learn and would like to join us, please head over to the applications forum and apply:

     

    https://jkhub.org/forum/151-df2-mod-developer-applications/

    Smoo likes this
  9. allow multiple GLA loading. I'd like to see individual GLAs per animation, so animations are modular. We can then see multiple animation mods be used together.

     

    remove hardcoded bone axis orientation. skeletons with non-matching bone axis orientations to what the code expects will have borked aiming. An External file would give greater control.

     

    Scale animation. Would really cool to have this. Animations that would take several bones to pull off could only take 1. Example, enlarging a sphere.

     

    Not sure if an exporter/compiler thing or not, but allow position only animation. Right now in order to have position animation processed, there must also be rotation animation.

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