Jump to content

Tempust85

Members
  • Posts

    4,085
  • Joined

  • Last visited

Everything posted by Tempust85

  1. Make sure you don't have any blendfunc in a rend2 shader stage, and make sure r_sunlightmode is set to 2 in the console.
  2. I'm loading up an MD3 as you normally would for a misc_model / misc_model_static. The shader should be able to be applied to it, as it works fine in ioquake3. But it's not just the shader issues, it's also the model angle not matching what you see in radiant. It matches fine in jamp.exe though.
  3. It looks great to me so far. Just keep close to what is seen in the videos.
  4. Can someone please verify that adding a .shader / .mtr to an MD3 misc_model / misc_model_static doesn't do anything? Tried to in both rend2 & vanilla renderers, which leads me to think that MD3 has been broken somehow. Also confirm that the MD3 model angle is borked, as in it doesn't face the same way as in radiant/jamp.
  5. That must be why I'm having issues in 2011. Damn, hopefully you'll be up and running again soon.
  6. For shapes that require a fair amount of detail, it's best to use misc_model. I use 1.5, because the 1.6 I've tried recently is missing things from the ui rendering it unusable.
  7. Your cloth sim turned out better than mine judging by that video you posted a while back. If you like, I can set up your bones, then hand the file back to you.
  8. So is that why JKG is hardly worked on anymore, because it claimed to break limits?
  9. This is more closer to HL2 in 2007 than anything else.
  10. Spawned some npcs last night for a rend2 test. Really weird seeing Arnie's weiner 20+ times.....

    1. Boothand

      Boothand

      Just make sure it's covered in some impressive rend2 shades when you take screenshots :D

    2. eezstreet

      eezstreet

      Don't act like you don't like it. etc

    3. Tempust85

      Tempust85

      My secret love has been revealed!

  11. No crashes whatsoever. Try adding an icon_default.jpg for the model, it could just not like being loaded via console. EDIT: Moving the entire timeline? You're nuts lol. All you need to is: - Import the noesis FBX at frame 1 - Then you go the very end of the timeline and set the last frame as your skin pose - Go back to frame 0 where it's blank and do assume skin pose. Make sure you create keys on every bone - Now that the root pose is sorted, move the start frame to frame 1. What max do you use? If it's 2010/2011, I can do this for you If you're having problems.
  12. Just use archangels skeleton as your "game bones" which you constrain to the imported JKA GLA bones.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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)
  18. 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.
  19. 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.
  20. Images and talk would be fine i would think, but just no links.
  21. JK2 has a space vacuum thing on cairn. You should look at how it's done.
  22. 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.
  23. You should get smile theory to help you. I asked him, but he seemed worried about stepping on people's toes.
  24. 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.
  25. 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.
×
×
  • Create New...