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Tempust85

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Everything posted by Tempust85

  1. It's easy enough to add new bones to the existing skeleton, only the new bones will need to be animated. But it's easy enough to add back bones like: all 5 fingers with 3 segments and the toe bones (one on each foot). Changing the amount of bones will render existing models unusable UNLESS there is a conversion table in the code or they are simply re-compiled against the new GLA. What some people don't realise is - JKA's GLA is a mix of JKA animations & a lot of JK2 animations. The JKA animations had extra bones compared to the JK2 animations which carcass just puts in the new bones in every single animation regardless if it's in every one of the source files. The new bones will animate in the JKA animations, but not in the JK2 animations.
  2. What's left to be done on rend2 before it's deemed ready for use by modders?
  3. You should focus on fixing proportions & adding detail before even thinking about painting. Otherwise, you'll be going back and forth redoing this and that like a mad man.
  4. This is only available in OpenJK.
  5. Yeah, solid gray. All the details you see are done via the normal map. @@eezstreet It doesn't match what I get in 3ds max 1:1 for some reason, could be the glsl shader or something I dunno much about that stuff. Here's the pic from max: I tried to mimic the lighting as much as possible without spending hours lol.
  6. Are you going to use normal mapping with this @@ChalklYne ?
  7. Here's TFU Darth Maul head (as the player model) in OpenJK rend2 with a solid gray diffuse texture to show off normal mapping: The normal map isn't that great, but it serves its purpose here. Now to start making content with normal maps in mind....
  8. Projects like this really need rend2.
  9. Where's sith j cull at?
  10. Well right now, I'm fighting these issues: - filename & extension aren't written, instead get a file called "C" - only the first letter of any object in the scene gets written - plugin crashes max when exporting geometry data - no material names are written, which doesn't exactly matter for JKA Apart from these things, the rest looks to be in working order.
  11. What's the current state of rend2?
  12. Requesting XSI 3.0/3.5 import support some day please so we can use the JKA anim source files.
  13. I don't think it's ready yet, but could be wrong.
  14. Wait until OpenJK has rend2 (renderer from ioquake3) fully implemented. It has a good amount of features, which I'm sure will suit most of your needs.
  15. I have no interest in continuing this unless some mappers join the cause.
  16. I really regret clicking that link.
  17. @@Pande Yeah I use 3ds Max. I could modifiy the JKA skeleton to JKG's liking (adding any bones you want), and compile it with the current JKA source animations into a GLA. Now only the new bones won't animate, all the others will (ie legs, arms, torso, head). I can write a conversion table for JKG's code so JKA rigged models can use this new GLA, but it will overwrite JK2 model support (unless an experienced coder can make 2 conversion tables exist).
  18. That's true. I'll take a look after I finish maul. How's JKG doing with animation? Last I saw, pande was modifying the JKA GLA in blender. I read something about soon to be standalone? That would mean a new animation set.
  19. If other areas get more staff, I may just come back and redo those shitty models I made.
  20. A poll would be best I think.
  21. JKHub has rules. If you don't want to abide by them, leave.
  22. Hm, are dismemberment parts pre-defined in the code or can a model have as many as it wants?
  23. The only problem with adding more dismemberment (from an artist's POV) is it will look quite horrible with lighting. If there were a way to define an 'alive' version of a model (the model that is shown when player is alive with health) that has no breaks in the mesh for dismemberment & a 'dead' version of a model (replaces the alive model upon 0 health) with all the breaks for dismemberment set up, that would be pretty cool.
  24. Just a close button on the export dialog (without creating a file) and a close button for the progress bar incase for some reason it wants to hang.
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