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Tempust85

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Everything posted by Tempust85

  1. The bryar should be at a useable state, yeah. I was meaning the balls map but your wip one would be a lot better.
  2. Yeah but you only use .MTR shaders if you're using the .SHADER for vanilla compatibility which we aren't.
  3. Sounds good somaz, but probably better to just use your map instead of mine.
  4. Try this: ui_char_model Kyle ui_char_skin_head default ui_char_skin_torso default ui_char_skin_legs default ui_char_model is whatever the model folder is called, for example Jedi_hm, luke, lando. The skin cvars you use to set the skin file name, may or may not need the "model_" bit in the name.
  5. The thing that annoys me about battledroids is that they aren't meant to work on the humanoid skeleton. At least this can be fitted easier than K2.
  6. The ghoul2 code should always be a place you look if you're trying to do something like this. At a glance, that looks like what you'd need. You can use it to pause parts of the bone hierarchy or all of it. The "anim" line looks to be forcing no animation to play, though.
  7. Don't forget to look at the triangles, not polygons.
  8. Best you can get is K2 as a map object.
  9. There's a bunch of shaders for different things you could steal from unvanquished. I think they have light ents as well if you wanted.
  10. Yo @@Xycaleth, is this on-par feature-wise with the old modview? Also, any chance you could please add a small feature? change anime playback speed based on the speed set in the animation.cfg.
  11. @@Nupol I like your work, and we can always use help so welcome aboard! @@Circa, can you please give Nupol access to the DF2 forums?
  12. Does the effect show up anywhere at all on the model? Having a quick look at the code, try removing the 0 after the tag name.
  13. I usually do minus 25% for each LOD: LOD0 LOD1 - minus 25% of LOD0 LOD2 - minus 25% of LOD1 LOD3 - minus 25% of LOD2
  14. Depends on how the object is used. LODs do not work if the model becomes part of the map, i.e. Brushwork. If it's loaded by the renderer, then LODs apply. Would have to be case-by-case, whether a map object needs LODs.
  15. Hi, thanks for applying. Your work looks pretty decent. Do you have any experience with baking details to low poly models? This game engine has a very low limit, compared to today's games. Most small objects would be 1,000 tris or under.
  16. If it's player models, you'll have to re-pose & re-rig them to the JKA skeleton. But the base Trek models are lower quality than JO/JKA, would be better to just make new ones.
  17. Wow! This is so cool. I just hope my rig can run it. So we won't need battlecry or mb2 soon.
  18. Have you run the debugger? Should come up with something as to why the player models disappear.
  19. Yep, Painter. @@SomaZ, good points.
  20. If there is a l hand tag bone in Jk2's GLA, it should be mapped to JKA's l hang bone. Then it's just the case of having the l hand tag weighed to the l hand bone.
  21. Update on the textures: - added rust - added dirt - redid the door
  22. Tweaked the lighting, added some PBR textures & testing out different compile switches: No floating light sources to help brighten the area up!
  23. You don't have to have them cut like that, it's just to show the extra segments in SoFII. We now have an 18+ rating for games, so pretty happy about that.
  24. It would be upto projects such as JK:E to implement it, and artists to make models that use it. I personally would love DF2 models to explode via rockets or grenades.
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