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Tempust85

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Everything posted by Tempust85

  1. @@eezstreet Works like a charm for the filename, but gives out this error when trying to do the texture path: error C2664: 'tostring' : cannot convert parameter 1 from 'WStr' to 'const std::wstring &' It needs to be WStr though. if( tex ) // write out a single 'skin' { // Once we have the filename we mangle it. We search for // 'models' and if found we remove the filename to that part. // Thus if we have "C:/quake3/baseq3/models/mapobjects/texture.tga" // It becomes "models/mapobjects/texture.tga" // otherwise we just leave it. WStr mapname = ((BitmapTex *)tex)->GetMapName(); subname = _tcsstr( mapname, _T("models")); //eezstreet UNICODE to ASCII fix std::string output_file; tostring(mapname, output_file); std::string output_sub; tostring(subname, output_sub); if( !g_smart_paths || subname == NULL ) //fwrite( mapname, 68, 1, file ); // full texture filename //eezstreet UNICODE to ASCII fix fwrite(output_file.c_str(), 68, 1, file ); // full texture filename else //fwrite( subname, 68, 1, file ); // full texture filename //eezstreet UNICODE to ASCII fix fwrite( output_sub.c_str(), 68, 1, file ); // filename from 'models' on. }
  2. Parallax bullet holes: Brick: When done properly, you get these sorts of results.
  3. Update: Brightness is set to default. Added: - some target lights - small lights at the ceiling & steps
  4. I was meaning more for weapon models. It would enhance the overall quality and will still be able to keep the model within the vertex/triangle limits.
  5. @@Archangel35757 Sounds good. You could have two max files, one that is used for rigging JO/JKA (without the unused bones) & the other is your rig. @@eezstreet I searched for some conversion code and found it, but it now crashes the plugin when trying to export out an MD3. int main(); { LPCWSTR wstr = subname; int count = wcslen(wstr); char* c = new char[count + 1]; wchar_t* pwchr = const_cast<wchar_t*> (&wstr[0]); for(int j = 0; j < count; ++j) { c[j] = static_cast<char> (*pwchr); pwchr++; } c[count] = '\0'; cout<<c<<endl; return 0; }subname is used to output this kind of string: models/model_directory/model_name.md3 P.S I put that code just above where subname gets written with fwrite. I would have thought it would catch subname BEFORE it gets written and alter it, but I so so suck at coding.
  6. Is it possible to add parallax mapping to models in the end, and not just levels?
  7. Raven used the same skeleton from SOF2 in JO, only with less bones in the end. You'll see all those facial bones from a JO root.xsi present in the SOF2 GLA. The skeleton inside a JO root.xsi may have those bones, but the JO GLA doesn't use them.
  8. Looks good but why do you have the effs & the unused facial bones in there? One thing I hated about the JK2 skeleton max file from 10 years ago was all the unused bones made new-to-the-scene modellers (myself included from that time) very confused. We should be making sure such confusion doesn't happen this time around.
  9. With the power of rend2, someone could totally make a visually stunning Resident Evil mod.
  10. Looking good so far. I take it these are the view models? They look a tad too detailed for world models. If the 2nd weapon was made in blender, why do I see softimage.
  11. In the process of altering the end section to be more like the original game. May or may not have the mark1 boss included, will have to see.
  12. I guess the most used format by modders would be whichever is small in filesize, but has decent enough quality.
  13. Not garbled at all. It appears exactly how the sequence images are.
  14. Basically done: P.S Just realised nearly all of my glow shaders were missing "glow" so now that's fixed.
  15. Probably a dumb question, but why are we still using OpenGL?
  16. I've tried a 768x768 and OpenJK screamed at me about power of 2. P.S Just confirmed that roq.exe is outputting a proper RoQ at any resolution with mplayerc
  17. You should be able to use any camera. I could have sworn I read somewhere that someone created UDK facial animations this way, and not with a kinect.
  18. I removed it in favor of the conveyor belt. I think I will just redo the majority of the map. P.S does anyone know how many misc_model_static you can/should have in a level?
  19. I still need to fixup some textures in the start area, but brushwork/models is done I think. This map is a near 100% copy, but with some things added & changed. Maybe Gibba meant the railings moreso than anything. Btw if you shoot the bartender, the employee door opens as a secret area. Has a health pack, ammo pack & shield inside plus more booze and a sink.
  20. I use 512x512 which I don't notice any loading time issues. JKA's videos afaik also use 512x512. What I'm testing with is 1024x1024 which doesn't work, unless the fix is MP and not SP?
  21. The "beta demo" link should still work, I haven't removed any files from my dropbox. Lol I'm sure how the level is made is utter garbage, but it doesn't bum me out as this is also teaching me to map.
  22. I suppose you guys have waited long enough for a WIP shot: This matches the video, not the original level from DF2.
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