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Tempust85

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Everything posted by Tempust85

  1. I have JKA assets in the base folder, and JK2 assets in the JK2HD folder. EDIT: Putting JK2's assets in the base folder instead of JKA's causes a crash when creating a new game.
  2. I've taken it out and it still happens. I have all of JK2's assets in the JK2HD folder.
  3. Ok so now it's compiling. I run the game and all looks fine until after the STAR WARS then there's several missing 2D textures mentioned in the console and no models loading whatsoever in the first level including player models. Tried both debug and release, same thing. I have +set com_jk2 1 +set fs_game JK2HD in my shortcut, so I have no idea what's going on.
  4. Why not just add a MAP or MODEL tag to topics and call it a day?
  5. I'll need to tweak it ingame to get the position just right, which I can't do because JK2HD's code doesn't compile for me. I get a bunch of unresolved externals that look to be due to angelscript in the JK2 game library.
  6. Not at all, they are present in all of JKA's animations but they were not included during compile. Would take maybe 20 mins tops to put them in.
  7. Not sure what happened on porting it to JKA, but your portfolio one is heaps better.
  8. Well the FBX2GLM converter should work fine now, every model I put through it works fine. Just doesn't make animations right now.
  9. Just recompiled JKA's animations to work with JO models natively for kicks. Works great but the left saber still can't move. :P

    1. katanamaru

      katanamaru

      First I was like: Yay!

      Then I was like: ahhhh.

  10. The GLA + animation.cfg would be with the GLM because I see no reason for it to be separated.
  11. @@eezstreet The jittering is either a bit less or spot on with what you have in the original JO GLA. Do you want all 5 fingers with all 3 segments & toes added back (like JO) or kept as-is (like JKA)? The only thing that would need to be done is a conversion table to convert base JKA models to the new GLA.
  12. The provided model.car isn't written for the carcass that is available to us, so it will give errors when trying to create additional animations from the one .XSI file. Just needs some slight modifications, I can send you my fixed model.car if you like.
  13. Judging by your JK2HD post, the animations are working now?
  14. What about the majority are neutral, but one or two randoms will attack you? You could enable it via scripting. This will lure the player into a false sense of security when around them, then a few will suddenly be all like "BLAST 'EM".
  15. Still tweaking the landing platform, but I've also added area portals to the doors and cleaned up some portals where stairs are. In short, the entire level runs smoother. The next time you play this level (again), it will be much better (than last time) and more true to the original DF2 level.
  16. It does look similar to his Sith Lord armor. I'd follow it's design for the chest, while adding a bit of your own as well. Grrrr Vrook.......I enjoyed killing him in KoToR II.
  17. Can't wait to see this finished, looks so cool. Awesome job Gir. Gir + rend2 = win
  18. Yeah don't worry about the position, that will be fixed when I make my own view model. The model_root (used as the view position no doubt) is positioned far away from the weapon mesh, but I'll be sure to position it closer in mine. Brilliant work though eez.
  19. That revan was a shit port of Gir's MB3 UDK version. When JKA gets moar rend2, I'll ask Gir if I can port the MB3 UDK version (with a lower quality mesh of course).
  20. The weapon is positioned the same way player models are in modview, Z axis as up. The image you posted looks to be using the model's X axis as up. Must be a leftover MD3 tag axis thing which rotates the model 90 degrees along the Y axis, resulting in the X axis being up.
  21. Well at least it loaded and you can see it, good progress. EDIT: Will this overwrite the current MD3 view model code, or is MD3 to be treated as a fallback incase GLM isn't found?
  22. GLAmerge really isn't needed anymore though, we have the full source to JKA's animations. I prefer the carcass & full compile method tbh, less dicking around. Frame 0 doesn't get written out unless your scene starts from frame 0 and not frame 1 so it's basically operating like Softimage in that part at least.
  23. SoF2 made first person arms (one GLM per arm, but shares the same GLA), that were bolted to the weapon via the 'gun' bone. They have a different GLA than the weapons, and with slightly different names. I'm guessing the animations are told to run at the same time via code. The arms GLA contains a 'master list' of every weapon animation it has animations for. It's a clever method, but don't I think we need to do things this way. Their scene file must have been massive to have every weapon mesh, every weapon bone, and every weapon animation. Here's a sample of my idea: - e11_fp.GLA (E-11 first person weapon & arms GLA) - e11_fp.GLM (first person weapon mesh, runs off of e11_fp.GLA) - default_arms.GLM (first person arms mesh, runs off of E11_fp.GLA) Load the weapon GLM, then load the arms GLM similar to how the code looks for _hand.MD3 but in this case _arms.GLM. If we separate the arms and weapon mesh, we can set things up for later on if anyone decides on changing viewmodel arms depending on the player model chosen.
  24. It's never been 2 frames for the root pose, only the first frame. Would be best to leave the exporter as grabbing the root pose from frame 0 as I'm pretty sure Ravens plugin also does this. I haven't used the glamerge method in a very long time. You export the animation the same way with either method I would think, it's only the GLA end result that is reached differently.
  25. Or could have the weapon + arms in the one GLM and ditch the _hand code.
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