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Tempust85

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Everything posted by Tempust85

  1. The only thing I can see that has been changed for Max is the fact there is no new 32bit versions coming out. They should at least keep licensing alive, or add a patch that makes it a legal free version.
  2. I guess cracks would be the last resort.
  3. That's a list of things I've noticed which includes EVERYTHING I have noticed, mentioned before or not. I'm not going to dive through the thread just to see if something I've noticed has been mentioned before. The last mention I saw of it was December 2013, and anything could have been fixed between then and now that I may not know.
  4. Yeah, it seems to work fine but Almighty Gir will know for certain if his model looks correct. I know most of these I've mentioned before, but here's a list of things I've noticed: - MD3 misc_model_static aren't using shaders at all (I thought this was a normal map issue, but it's completely not caring there is a shader for a texture it uses) - Level textures aren't having any specular applied to them - Grass on Yavin is flat and not standing up - Some shader animations aren't working I'd like a guide to getting cubemaps to work. So far, all I've found out in the code is that you need to have misc_cubemap entities.
  5. If Softimage & 3ds Max (if it gets discontinued as well) cease to work in the future, then we will need Xycaleth's FBX2GLM more than ever just so we can export from Maya. I'm going to download the latest Maya and see if the UI is still painful to use.
  6. Even though Maya's UI sucks major balls, just like Blender's UI. If they drop 3ds Max and for some reason I can no longer run it afterwards, then I will quit modding. The only thing that will get me to use Maya is IF they have a massive UI update for it.
  7. Don't forget specular, even if there's only a hint of it. You should do a high poly bake, then use dDo2 for the diffuse.
  8. I'll just drop this Ghoul2 Maul head right here: Diffuse Map + Normal Map + Specular Map + specularReflectance & specularExponent in the shader.
  9. Wait until it's finished, you will want it more.
  10. People use CAT rigs nowadays instead of CS biped, though I still use CS biped because I haven't come across a situation where using it is hindering the end result. CAT rigs are faster and easier to make than hand making everything, and you still get the level of customisation you want. CAT rigs are probably another feature brought over from XSI, but I dunno. Making your own is good, but in Max shit tends to break easy which probably isn't the case in XSI. Someone should upload Mod Tool to JKHub so it's still around.
  11. If Maya is all that's left, I'm going to quit modding. Side note: What's bad about 3ds Max's animation tools? I haven't had any problems doing what I want to do.
  12. Update: Ignore the clothes, heavy WIP.
  13. There's cubemaps available now in OpenJK rend2, but not sure how well they work. From what I can tell in the code, it uses tcgen environment in the .shader/.mtr and you place misc_cubemap entities in your map. New shader stuff in ioquake3's rend2: normalScale <x> <y> - State the X and Y scales of the normal map. This is useful for increasing or decreasing the "strength" of the normal map, or entering negative values to flip the X and/or Y values. Default 1 1. parallaxDepth <value> - State the maximum depth of the parallax map. This is a fairly sensitive value, and I recommend the default or lower. Default 0.05.
  14. Maybe it's some weird Vista issue.
  15. Dumb question probably, but there is a rd-rend2_x86.dll in with the openjk EXE right?
  16. Hmmm not sure then.
  17. That's right, which is why I said it would only work if you used a .shader.
  18. What does the console say?
  19. Once rend2 is done, I wouldn't mind starting up a Terminator MP game

  20. Any updates on this? Would love to see this as a ghoul2 viewmodel with new Kyle hands.
  21. After digging through the XSI file and seeing for myself that those verts actually had weights, I just decided to try no spaces seeing as carcass is command line program. I directly edited my XSI file's scene name, and it compiled. Put in a random space in the name, and it came up with the error again. A neat feature of your plugin would be to convert scene name spaces into _ on output.
  22. Where's the video on how you textured the head? Make it so.
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