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Tempust85

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Everything posted by Tempust85

  1. That was the weighting bug, which he's fixed now.
  2. I can fix them for widescreen, just need to find the time.
  3. @@Xycaleth Both of my importers for GLM still have the mesh breaks along the UVW seams.
  4. @@Xycaleth Looks to be a 1:1 copy when comparing both GLMs, (carcass & fbx2glm), great job! EDIT: Haven't tested the UVW seam issue yet, will do now.
  5. I PMed you all I have.
  6. It was made with no triangles, must have been squished a bit when sculpting and didn't realise lol. Thanks for pointing it out. Side note: Why does everyone find these cool pics of Ray Park/Maul when I hunted google and found 1 or 2..... *sucks at google
  7. An MP conversion would be a lot less work.
  8. Or DF2 mod could be a MP conversion rather than SP remake. Will have a lot more replay value.
  9. Lol @@Circa & @@Agent_Ross thanks. I won't go into super fine details such as skin pores as it won't be seen in JKA even with normal maps. Speaking of which, I'll be making two versions: one with normal maps (rend2) and one without (vanilla). Guess which one will look the best.
  10. Update:
  11. Oh awesome, thanks.
  12. Eyeball it most likely, I can always tweak the diffuse later on.
  13. Thanks, still getting used to Zbrush though. Going to be fun when it's painting time.
  14. Update:
  15. I didn't mean that the 64bit plugin works in 32bit, just that exporting animations using the 32bit plugin works and the 64bit plugin does not.
  16. Still have no idea why I'm crashing when exporting animation. Works fine on 32bit 2011, just not 64bit. :/ Also you really should upload your code to github.
  17. @ The horns are a separate mesh.
  18. Yeah there is. I'll send you a new fbx later today.
  19. Head is in Zbrush: Still WIP.
  20. Here's what I can see: - legs are too thin - hips look very weird where the femur joins to the pelvis - torso as a whole looks too thin - biceps toward the torso look quite large - hands look okay but a bit malformed - can't exactly tell, but the helmet may be tilted down a bit too much Won't crit the accuracy of the model as I don't know what it should look like. I'll leave that to others.
  21. One giant leap for JKA at a time.
  22. Yeah it's a 1:1 copy, only triangulated (I work in quads). The warning Warning: Surface can't use shadows, #verts(557) > SHADER_MAX_VERTS/2 (500) ( "helmet" ) which is due to me not taking into account the model being split along the UVW edges.
  23. Yeah it does. It's the same scene file I used to make my Stormtrooper that I uploaded here. I may get a warning or two, but nothing goes to or over 1,000 verts.
  24. You should add a way to choose which xsi format to export as, would be pretty cool. EDIT: Dialog disappears fine, but then max crashes. Still get a proper file though. Also, a small little thing on the date & time: SI_FileInfo { "3ds Max Scene", "Jon", "Fri Jan 10 14:15:21 2014 ", "3ds Max 2011", }
  25. Do MDR & IQM even work? The assets & the community don't use them, maybe just dump em? EDIT: MD3 normal maps aren't working. In ioquake3, I can use rgbgen vertexlit and it works fine. Tried it with OpenJK and didn't work, so then I tried rgbgen lightingdiffuseEntity and still nothing. That and specular doesn't look to be working at all, even on the map textures. I'm also not convinced that normal maps for Ghoul2 are working as they should. A feature request I'd like is a way to flip any of the R G B channels of a normal map via the .mtr shader rather than having to manually flip the channels in photoshop all the time.
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