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Tempust85

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Everything posted by Tempust85

  1. Sounds like a good idea for both the *off & the material name. I remember a MD3 exporter from ages ago that used the material editor slot name, it worked good.
  2. I'll see how I go with a complex animation and report back.
  3. Yeah I was planning on going back and putting views into the windows after the rest of the map was completed structure-wise. I have a few speeder flybys on a loop script, may add some more if I can fit them in somewhere without it looking stupid. I liked JO's Nar Shaddaa but now you mention it, it was pretty dead. The Jedi/Jaden models were only placeholders until I made something better. I'll have a look at the MotS mod civilians and see what quality they are.
  4. It would take some work, but I can convert those JO anims you're missing to work with JKA's GLA.
  5. Yeah that would make it easier, but I don't see manual editing a .skin file is that much of a problem to warrant an automation script/tool.
  6. Forget about .surf, we don't need them. Models with numerous parts like Hapslash's Anakin work fine just using .skin files.
  7. It should be creating a skin with -makeskin added. Works fine for Kyle's root.xsi Doesn't matter if new formats are added to assimilate, carcass still won't be able to process them into ghoul2. EDIT: Need the following for every mesh object at the very end: XSI_CustomPSet head { "NODE", 1, "Shader","Text","models/players/head.tga", }in the place of: SI_GlobalMaterial { "models/players/head.tga", "NODE", } 
  8. Will make no difference in the end if assimilate can import different formats, you'll still need carcass's code. Carcass does the actual compiling, assimilate is just a GUI & animation.cfg/model.car generator.
  9. (no idea if mark1 works properly in MP) Try this: edit the mark1 NPC file & make the model the SBD. The mark1's code specifies tags for blaster fire to come from. If you have 2 of the tags on the SBD for briar blaster fire named appropriately, then it *should* work.
  10. .carpet file I believe is some sort of cache file which carcass checks with whenever recompiling a .GLA (that you've compiled before) to speed up the compile. carcass writes out .SKIN files, but I usually get dud ones so assimilate probably sends carcass the texture info from the .XSI file. My best guess.
  11. Route to the end of 01Nar is done, now to finish up scripting/texturing/details

  12. Mod Tool is missing MD3 import/export and GLM import.
  13. Need someone to make plugins for XSI Mod Tool, to help out the modders who don't have 3ds Max.
  14. How Hamill looks today (right) vs last year (left):
  15. SoF2 uses Ghoul2 EF2 uses TIK EF1 no idea. A search says ASK is an alias skeleton.
  16. That's the command we use for converting from .XSI files. Without _noask it wants a .ASK file to convert from.
  17. It's carcass that needs to have ASE support and I *think* I remember seeing mention of ASE in the exe using notepad++. Also, you could see how XSI is imported into assimilate for your importer plugin.
  18. Submitted the 3ds Max 2014 MD3 exporter

  19. Well I've just finished scripting up the two new lifts. Here's what's left: - brush cleanup - done - the addition of fans for the hall leading straight to 8t88's ship - done - finish up the texturing - done - add lighting - done - finish populating the new areas with details - done - attach 8t88's ship platform and tweak it to work with the new area additions - done - see if the mark1 boss is still feasible from a gameplay point of view - done
  20. The issue is only with the full filename string (starting from "drive letter"), not the stripped filename (starting from "models"). I've fixed up the object names and I'm going to submit the 2014 MD3 exporter. Thanks a lot eezstreet, you were a great help.
  21. I've tried it in OpenJK & ioquake3 and it doesn't, unless there is a different stage name than what you would use for level textures.
  22. This next version of the map promises to stay closer to the original, but still not a 1:1 copy. Changes: - removal of ALL railings - changed start area - new end area that follows the original design more closely - fixed the majority of glow textures that weren't glowing - a few texture swaps
  23. Using TSTR makes no difference. As the error says, I need a user-defined conversion from WStr to const std::wstring but I'm not a coder so I'm stuck.
  24. @@Archangel35757 The line works, just not with the fix. Sorry for hijacking your thread with this, but this info could be handy later on if you port your plugin to 2014. Btw, this error is the last hiccup to overcome before the 3ds Max 2014 MD3 exporter is ready.
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