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Tempust85

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Everything posted by Tempust85

  1. I've done some minor fixes, and added in the level transition to 02nar. Need to convert that 01nar end video....
  2. Never did for me. Always ended up with some blurry mess as if I was on a map made of pure caulk...
  3. Awesome. Could you please explain how you made that belt for the shin, and the chest armor? Was a bit too fast for me.
  4. Can't keep a great artist away from JKA forever it seems. These vids should really help me when I'm sculpting Kyle, and finishing Maul.
  5. First person view works now?
  6. Well yeah lol, that was just the start of my sentence.
  7. Bolt_flash gets renamed to *flash by carcass.
  8. No worries, looking forward to seeing what you have so far.
  9. Seeing as you'd be holding a weapon (except for sabers which would snap to 3rd person), only one hand would be free (left) to do the force stuff. I haven't as yet added any hands to the AK74. A tag called *l_hand to fire the effects from should work, or would that name conflict with the player model *l_hand?. Let me know when animations are working and I'll get to work on a prototype.
  10. It can make a model a big blobby mess if not done right.
  11. @@eezstreet: https://www.dropbox.com/s/q0f4xsua1is1ofx/zzz_GLM_viewmodel.pk3 Included VM_IDLE as well for the weapon's animation when not firing. Has an animation.cfg.
  12. Yeah the logo looks fine, says what it needs to.
  13. As I was diving in the code the other day, I noticed that it does a surface on/off for the hatch. Make sure you name the hatch the same as the base version.
  14. I have JK2's skiff working already in one of my additions to the first level but I do agree that it needs a facelift.
  15. I really need to finish the rend2 menu I started...
  16. Yeah view model. I figured it would be less coding to use a generic set of names rather than weapon-specific names.
  17. Was thinking of this sort of naming: VM_FIRE VM_RAISE VM_LOWER and these others for later: VM_RELOAD VM_MELEE VM_IDLE I'll get started on these tomorrow, won't take long as I've already set up the bones.
  18. This is right up there with that suitcase saber.....
  19. I just made a rotating fan made out of patches, incase if anyone needs the info: 1. Create the object(s) you want to rotate (in my case, fan blades from simple patch mesh) 2. Create a box that has its centre matching up with your object(s), then slap an origin texture ALL over it. This is now the origin brush 3. Select the object(s) and the origin brush (in step 2) and make them func_rotate 4. Set any flags you want and the speed in the entity properties 5. Enjoy NOTE: If your origin brush doesn't share the same centre as the object(s) you want rotating, you will have a poor result.
  20. @@eezstreet - fixed EFX position offset - SkinFile added - shader with specular texture https://www.dropbox.com/s/q0f4xsua1is1ofx/zzz_GLM_viewmodel.pk3
  21. Awesome, all works on my end too. Seeing as this is JK2:HD, may as well just fix the EFX. EDIT: I'll include a fix in my next updated PK3. When do you want me to start with animations?
  22. I set the value of gridsize to 128x128x256. I was messing around with things to see what does what.
  23. Yeah, I stay away from Zbrush when it comes to hard surfaces. I know there's ways to do it but I'm not proficient enough with organics to even attempt.
  24. Yeah I got the latest code change you did, and it didn't do anything.
  25. For the DEMP2, it looks to be set like this: demp2.md3 - Original Mesh demp2_1.md3 - LOD1 demp2_2.md3 - LOD2
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