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Tempust85

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Everything posted by Tempust85

  1. Video: In-game: Anyone over at JKHub.net who bitches about this overhaul of the landing platform not being like the original game can kiss it. My first priority it to keep true to what we see in the video, THEN I will keep mostly to the original game.
  2. I vote Dark Forces. It's the oldest of the lot.
  3. The jittery animation doesn't use biped. I'm using imported JO GLA nulls with JKA game nulls constrained to it. You'd need the entire max file, just a XAF won't cut it. I'll see what I can do later today.
  4. I've noticed lighting issues when turning some models that use specular into brushes at compile time, ships in particular from base JKA.
  5. @@minilogoguy18 I can import the 3DO from DF2 and take a few screens if you like.
  6. Max can also export .map files but I'd rather use radiant. One could model stuff then import as an ASE (i think?) or MD3. @@ensiform @@eezstreet How many misc_model_static can a level have?
  7. Yeah, the majority of the map is staying the same but the start area & end area has been changed to be more like the source while still having some differences. The ending area with the ship is undergoing a radical transformation. Only just realised that my version, old DF2 mod's version and the original DF2 game's version don't reflect what you see in the video. Stay tuned for screens.
  8. See if looking at the thermal detonator code will provide some assistance. I've noticed it will damage my shield down to 0 before I get any health reduced.
  9. Minilogoguy18 has taken up this model, stay tuned for progress.
  10. Confirmed with noesis that the FBX I sent to eez looks as it should, just to rule out something on my end.
  11. Here's the fists: https://www.dropbox.com/s/f9ocozppd09o3uy/fists%20fbx.zip No animation exported in the FBX options. Should look like this: @@ChalklYne When this is up and running, I'm sure @@minilogoguy18 will be able to help you out. I can only help you so much from a 3ds Max point of view.
  12. The ones I used for DF2 are a placeholder until I make a new Kyle. The animation is MD3 still, not GLM.
  13. Table top UV's look spot on. Would a non-animated model help?
  14. Any wires & triangle/vertex count? I take it this is the world model yeah?
  15. No idea what "ByControlPoint" or "ByPolygonVertex" is, but I don't do anything weird when making UVW maps so it should be fine. The model was built in quads, but I exported it with the triangulation option checked. This also has an animation, may or may not work as I haven't done vertex animation in a very long time. I animated the actual mesh objects, one table leg should be on top of the table and the other should be moved to the centre of the table. Animation is only 10 frames. The format is FBX 2013 ASCII, Z axis up. Included is the folder structure & texture: https://www.dropbox.com/s/ylv5c0s1bg0k6ak/table%20fbx.zip
  16. The way the MD3 exporter for Max works is, you apply the texture to the mesh that has a path X:\blah\blah\blah\models\blah\model.md3. The exporter detects the 'models' part and removes everything before it and you're left with what I've highlighted in bold. I'll send you an FBX to test with.
  17. There's no need to make another.......yet. Besides, there's a lot of other characters that could use redo's.
  18. I would go ahead and texture the start area you've made so you can sort out the kind of 'look' you want for the rest of the level.
  19. No I was using XSI nulls from Max. It could be the FPS thing minilogoguy mentioned. Speaking of which, does your exporter take note of what the FPS is in Max?
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