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Tempust85

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Everything posted by Tempust85

  1. I'm still confident that once EP VII is out, there will be new player models and players wanting to play them like with EP III.
  2. That Endor Rebel is Toshi's from Star Wars The New Era. I later rigged it for MB3. I'm really interested in making a Terminator MP mod for OpenJK with rend2.
  3. The actual root animation is found at the last frame of both the JO & JA GLA's. The PCJ's I use: $pcj $flatten $pcj upper_lumbar $pcj lower_lumbar $pcj cranium $pcj cervical $pcj thoracic $pcj pelvis $pcj face_always_ $pcj Motion $pcj rradius $pcj lradius $pcj rtibia $pcj ltibia $pcj rhumerus $pcj lhumerus $pcj lfemurYZ $pcj rfemurYZ I made an icon for it so I could load it easier. Everything seems to work fine except the torso pitch which is a bone axis issue. It's really noticeable when strafing: I believe the code does it by a certain axis, so you need your bone axis to match that of base JKA's GLA. I constrain the Noesis imported GLA to a clean, useable set of nulls for use with JKA. My suggestion is that you also do that to avoid any weird issues.
  4. Hmm, I never had an issue with crashing. Can you please upload your GLA + GLM for me to look at? Also, a conversion table to allow base JKA models use the new GLA can be done. They just won't use any of the new bones.
  5. Does this help? (Toshi's unfinished Skinned T-800 model from the long dead Terminator Apocalypse HL2 Mod. Model is only 6,000 tris so ALOT of the detail is the normal map)
  6. I'm talking about rend2 when it's finished & ported to SP. The mine in JK2 where you're in the dark will benefit from no minimum lighting, so you can't see where those bug things are without light amp goggles.
  7. I've tried to lay out the benefits for MB2 to use OpenJK, but the leads seem none too interested. Not even the lure of rend2 was enough. So what if you're source code is available? The pros far outweigh the cons.
  8. Images and talk would be fine i would think, but just no links.
  9. JK2 has a space vacuum thing on cairn. You should look at how it's done.
  10. I've been able to use rend2 stages in .shader files. The point of using .mtr is to provide a rend2 version of the vanilla .shader you want to keep for compatibility. If you don't want compatibility with vanilla, just use a .shader for rend2 and forget .mtr. This always works in my tests.
  11. You should get smile theory to help you. I asked him, but he seemed worried about stepping on people's toes.
  12. It's not even finished being ported on MP, then it will need performance tweaks. Then there's also adding a bloom-driven dynamic glow and fixing up sprites. It will take a while, and we will most likely have a proper demo out before then. So it's either we halt production or keep going.
  13. May have to decompile and retexture each level that there's no map source for. For best results, you should disable the minimum lighting that ensiform dragged over from vanilla. I know I'll be doing that for DF2, it really mucks with misc_model_static lighting.
  14. Rend2 doesn't just read .mtr files. It checks for an .mtr before it loads .shader. Rend2 shader stuff works in both.
  15. That was taken with FOV 10, I'll see how it is ingame. Nope to the DF2 ingame skin as It's crap and looks nothing like Jason Court.
  16. I'll look into the face texture once it's in-game, just to be certain.
  17. Can you please post the errors? 2013+ use tchar/wchar_t, so you'll need to rework parts if the code to work with it which I'm sure you already know.
  18. Well in that case, I don't see any problems.
  19. It's not the resolution that's the issue. The textures should be redone for rend2 due to fake lighting/shadows drawn onto the diffuse which you don't need with a renderer such as rend2. Sure you could just use them with normal maps & call it done, but it certainly won't look it's best and I'm sure the aim of this project is to look as visually stunning as possible.
  20. Makes me kinda want to mod this instead. Already has sword play + lightsabers, all it really needs is a few maps & models for a basic Star Wars MP game. Would be what The New Era strived to be but failed.
  21. No matter how you look at it, it will be more work. This project won't be on hold waiting for rend2, just certain asset redo's. It's not like there's no JK2 assets available right now to use. I just don't see a point in people making hi-res textures when they will be thrown out once rend2 is available. I hope any & all texture artists working on these hi-res textures are fully prepared to redo their work for JK2:HD and not just leave. As eez said, he wants rend2 for JK2:HD so it WILL happen at some point. Also if people want support for base, play JK2 and not JK2:HD.
  22. I wouldn't bother with creating new textures, until rend2 is available for SP. Just more work to do later on IMO.
  23. 2013 plugins work in 2014 yeah? I can help test that out if that's the case.
  24. The clone troopers in TCW look more decent than the Stormtroopers in Rebels, so no idea why they borked their helmet so badly. I just hope they at least show why Stormtroopers in ANH are so f***ing stupid compared to the Clones.
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