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Tempust85

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Everything posted by Tempust85

  1. Have you been in contact with anyone from Raven since the source code was taken down? If so, what do they think of the OpenJK project & do you think they would be open to any further utility code releases such as carcass?
  2. Lol I meant does transparency work in rend2 and how do you get it to work in the shader?
  3. You should create a fork of Xycaleth's FBX 2 GLM and input the dotXSI format. Sure it currently doesn't handle animation yet, but you could be implementing dotXSI while Xycaleth works on rend2. Don't forget, assimilate has dotXSI import code you could pinch.
  4. How does rend2 handle image transparency if at all?
  5. So everyone on a team would need to buy it for themselves? EDIT: So you could buy it for $19, cancel your sub and you only have paid $19?
  6. So long as they explain it in Rebels, I'm happy.
  7. You can't download the xchange for Maya from softimage using Wayback as there's a form to fill out and the process halts at that point.
  8. I've only managed to download the compiled plugins, the source remains lost.
  9. Heh, if only. I don't have near enough knowledge as you do to even attempt.
  10. How does it look in modview and ingame?
  11. If so, then I can recompile it for Maya 2014. How did you get those? The source code was released but because the softimage site is gone, it's forever lost.
  12. I bet you'd be able to convert this plugin to Maya. There's different ways of doing things for Maya plugins that you'd need to change, but I reckon you could figure it out. Will you think about it? Could be cool.
  13. It's a good deal to get full access to an engine + monthly updates for a minimal monthly fee. However, I don't see many free game projects doing this like MB3.
  14. This skeleton was transferred from Max and I don't know how you'd go about making a null skeleton. What I'll do is put labels on everything that is a bone.
  15. 2) Can you break the limit of 1000 verts? IF (and I say IF) this limit was removed from the game, you would only have this benefit from using Blender as it's a direct GLM exporter. Carcass has the same limit, but we don't have the source for it so it can't be removed. We would love to have carcass's source code for many reasons, this is just one of them. 3) Currently, the compilers used to get models into SOF2 (XSI exporter) mess up the smoothing. Is there any way to fix it? Like minilogoguy18 explained about the UV boundaries. Can you please provide a comparison pic of what you have in your 3d package and what it looks like when converted? Also, what program(s) are you using to export to dotXSI?
  16. If only raven would cough up the source, then Maya could even export files for carcass. Can someone please ask them again, now the dust has settled?
  17. I'll be sure to bug him if I need some help. Only thing though is the lack of plugins for Maya, which you'll always need another program. Corto would probably beat me in Max knowledge when it comes to rendering, physics, CAT and some modifiers. Other than that, I'd say I'm quite knowledgeable and I'm quite proficient in making models/animations for JKA.
  18. Maya 2014 JKA skeleton submitted.

  19. Version 2.0

    240 downloads

    *************************************************** JEDI KNIGHT III : JEDI ACADEMY UTILITY *************************************************** Title : Maya 2014 Jedi Academy Skeleton + Tags Author : DT File Name : DT_JKA_Skeleton.zip File Size : 232 KB Date Released : March 20, 2014 Description: ---------------------------------------------------------------------- Maya 2014 Jedi Academy Skeleton with Tags. This is intended to be used with Noesis. The tags are weighted, but unlinked as there is no character model included. Scene units are in inches, and the up axis is Z. Included are both binary & ascii versions. Be sure you export with Z axis up in the FBX export options. Known Bugs: None Please let me know of any issues, and I'll try to fix them but I know next to nothing about Maya. ====================================================================== THIS UTILITY IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  20. Exported from Max, imported into Maya 2014 then exported: Everything looks to be in working order. I'll see how much Maya I know to get a Maya JKA skeleton + tags for you guys.
  21. I would use Maya, but I just can't figure out the damn interface. :\
  22. misc_model & misc_model_static look the exact same, it's Ghoul2 that doesn't appear to receive light the same way as misc_model_static. When an MD3 has sun on it and I put a Ghoul2 in the same spot, the Ghoul2 is shaded in the areas where the sun is directly on it.
  23. @@Xycaleth misc_model & misc_model_static produce accurate visuals (just don't use modelscale with the misc_model_static or normal maps won't appear). Ghoul2 looks better than what it did with r_sunlightmode 1. Using r_forcesun 2, ghoul2 npcs/player models don't seem to receive light the same way as a misc_model_static does. I would have though that all loaded models receive light the same way?
  24. //q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation?> <deviance?> <shadowamount - 0 too dark, 1 too light> q3gl2_sun 240 238 200 50 195 75 3 0.5 //q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax> <autoExposureMin> <autoExposureMax> q3gl2_tonemap -5 -1.5 0 -2.0 2.0 q3map_skylight 50 16 q3map_lightimage $whiteimage Add in this code, just tweak the values to your liking.
  25. Try removing map $lightmap, and can you please post your sky shader so I can help you rend2-ify it so you don't need to use r_forcesun 1. r_sunlightmode 2 is meant to look dodgy with non rend2 maps according to the documentation, so I'm thinking it means a non rend2 sky shader.
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