Jump to content

Tempust85

Members
  • Posts

    4,085
  • Joined

  • Last visited

Everything posted by Tempust85

  1. Bolt_flash gets renamed to *flash by carcass.
  2. No worries, looking forward to seeing what you have so far.
  3. You can now make maps in 3ds Max 2013/2014, the author updated the plugin. Doubt I'll use it prior to rend2 in SP though, I'm happy with radiant for now.

    1. MoonDog

      MoonDog

      You could do it in max and setup the collision and vis in Radiant. With your experience modeling in 3d packages, you could probably make prettier environments that way.

    2. Tempust85

      Tempust85

      Though I haven't actually mapped for UDK, I believe that's a similar method. Just about everthing is a model.

    3. MoonDog

      MoonDog

      It works that way in most things these days.

  4. 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.
  5. It can make a model a big blobby mess if not done right.
  6. @@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.
  7. Yeah the logo looks fine, says what it needs to.
  8. 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.
  9. 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.
  10. I really need to finish the rend2 menu I started...
  11. Yeah view model. I figured it would be less coding to use a generic set of names rather than weapon-specific names.
  12. 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.
  13. This is right up there with that suitcase saber.....
  14. 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.
  15. @@eezstreet - fixed EFX position offset - SkinFile added - shader with specular texture https://www.dropbox.com/s/q0f4xsua1is1ofx/zzz_GLM_viewmodel.pk3
  16. 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?
  17. I set the value of gridsize to 128x128x256. I was messing around with things to see what does what.
  18. Just finished fixing up quite a few little things on 01nar. It just keeps looking better and better. ;)

    1. Kessno

      Kessno

      Just wanted to say that you're making excellent progress. What are you using to get the scale of the level accurate, lots of photos? Or did you manage to salvage some of the original DF2 team's converted maps?

    2. Tempust85

      Tempust85

      I have all of the source files from the original team, but I've been using gameplay videos/ZED (DF2 level editor) for reference.

  19. 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.
  20. Yeah I got the latest code change you did, and it didn't do anything.
  21. For the DEMP2, it looks to be set like this: demp2.md3 - Original Mesh demp2_1.md3 - LOD1 demp2_2.md3 - LOD2
  22. It needs to be finished on MP, then ported to SP.
  23. I'm liking this but it is a bit too much green. Maybe a different menu button background color?
  24. @@Szico VII You can enable HDR and control tonemapping for your level, though I think HDR might be a bit buggy atm? You should make a map with ioquake3 rend2, then port it to JKA to help Xycaleth with making sure all features are in. I was doing this, but I'm busy with DF2 & JK2:HD and you're more capable.
  25. I put in the skinFile line & recompiled, but it's still not showing any textures.
×
×
  • Create New...