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Tempust85

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Everything posted by Tempust85

  1. So I'm getting this when I apply a skybox on a brush where the walls finish: I can see things that are above the sky textured brush that aren't part of the current area I'm in. Any ideas?
  2. oh god! Jai Courtney is Kyle Reese....... :\

    1. MoonDog

      MoonDog

      Oh science, no more Terminator movies.

  3. Do I smell a rend2 version?
  4. ^This. Totally can't wait for rend2 on SP, will blast DF2 off to new heights of quality.
  5. @@DarthPhae That looks awesome! Can you please send me the PSD so I can chop it up and get this in-game? Also, would REALLY appreciate it if you could recreate some more backgrounds for us.
  6. ^This, and would need a fair amount of variants like old/young/beard/no beard etc.
  7. Are those the yellowish flying bat things? If so, I was thinking of giving them a probe droid class with WP_MELEE and of course custom animations + model.
  8. They aren't what I'm looking for unfortunately.
  9. Will this be available in OpenJK? Wouldn't mind being able to have Ghoul2 viewmodels for DF2.
  10. I summon forth @@Psyk0Sith But I don't want exact replicas. Use these for inspiration.
  11. Size: 256x256 Material Type(s): Rusted metal Useage: Outdoor walkway Tileable: Yes Assigned To: AshuraDX
  12. 01nar & 02nar texture re-creations. Will be posting textures soon.
  13. How did you manage that? Unless you provided proof you own 2009?
  14. Problem is though with Melee, is that the animation lengths are coded (at least for first person) & the game seems to only like animating tags which is why it looks so shit. I need to either port eez's viewmodel GLM code which will take some heavy copy pasting or find a way to allow MD3 animation that animates the entire model and not just tags. About the sky, if someone can make me a sky with distant buildings that would be awesome.
  15. Well that's very disappointing. Would be nice to have an alternative to Ghoul2 for skeletal animation.
  16. That's some nice water. @@Xycaleth What did you end up doing about the model minimum lighting? Future Note: I'd like to see the MD5 model format implemented. Tried it myself, failed horribly.
  17. I'd like to know this as well, would be very useful to for DF2 Mod.
  18. How did you manage to get it through carcass without getting any errors?
  19. @@Xycaleth: I'm pretty sure that's because every model has a minimum light value and will never go 100% dark in vanilla. Can you make it an on/off option? If my map has zero lights but I compile it with -light, the level will be 100% dark but the models (player models & misc_model_static tested) won't be. They always seem to have some light no matter what: Found the minimum lighting place. tr_light.cpp: // bonus items and view weapons have a fixed minimum add if ( ent->e.renderfx & RF_MORELIGHT ) { ent->ambientLight[0] += tr.identityLight * 96; ent->ambientLight[1] += tr.identityLight * 96; ent->ambientLight[2] += tr.identityLight * 96; } else { // give everything a minimum light add ent->ambientLight[0] += tr.identityLight * 32; ent->ambientLight[1] += tr.identityLight * 32; ent->ambientLight[2] += tr.identityLight * 32; }
  20. Everyone who is working on rend2's port has done an excellent job so far.
  21. Trying to think up a good Hoth joke for Moondog's status, but failing hard :(

    1. Boothand

      Boothand

      "It hoth to be here, somewhere..."

    2. Onysfx

      Onysfx

      Just made an attempt on it, xD.

  22. So after the lightmaps, what else is left to fix?
  23. Updated the first post to add Ramikad to Level 3 & 4.
  24. Just finished the script on 02nar that has the crate moving that you jump on to get to the top. :D

    1. Circa

      Circa

      Reminded me to move your sub-forum up on the list due to increased activity.

    2. Tempust85

      Tempust85

      Oh, I thought it was auto organised lol.

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