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Tempust85

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Everything posted by Tempust85

  1. Someone should really make a new maul model.
  2. So, I've been mucking around in ioquake3's rend2 What's there: - Diffuse maps (duh) - Specular maps with gloss - Normal maps with height - Real shadows - SSAO - HDR - Anti-aliasing x16 - Image upsampling 2x size, maximum size 1024x (crashes at 2048x) Textures are quake 3's but with touch ups & have been run through crazybump to generate normal, height & specular maps. Not auto generated by rend2. (ignore shadow on the gun, that's due to the player model's shadow) Why am I posting this here? Because all this is possible once rend2 is finished on OpenJK.
  3. Heh, I nagged Xycaleth and a few others for normal mapping for a long time. They must be sick of me by now. Normal maps don't work on player models right now, so the new specular may not either. Without the normal mapping, specular won't be that decent anyways.
  4. Yeah I know Circa didn't. Poor choice of words on my part, edited that post to make a little more sense.
  5. The model is really a mess. - Overuse of tri's all over the place, mainly the face & hands - Proportions are for the most part, horrible - No actual caps are used, instead they are attached to the mesh parts - Multiple faces on a lot of parts @@Circa There are too many things I deem wrong with this model, so I don't want to bother fixing it up. Your best bet is to contact the author so they can fix it.
  6. I'll have a look at this, at the very least.
  7. 3ds Max 2010 can export to .xsi which gets converted to .glm using carcass. Not sure why you had to export it to .obj and use Blender to export it to .glm.
  8. It'll take a lot of time to do, but it CAN be done. I'll continue work on it then. B)
  9. Are there any plans for physics to be implemented? I only ask so I know if it's really worth it to add simulated cloth to JKA's existing animations.
  10. Those tail bones can't do anything that the cape & tabard bones can't do better. When in a vehicle, I'll "stuff" the majority of the cape right behind the back so no odd clipping happens (can't have free flowing cape as the actual player animation is pretty much static).
  11. OpenJK + rend2 + new Star Wars movies should keep JKA alive for longer. If only we could have acquired a few more utility source codes. cough.......carcass
  12. Yes. So far I've done both_walk1, both_run1 and all the facial animations (due to new facial bones). All the other animations work, just the cape & the tabard flaps are not moving.
  13. Yeah, you'd only need to specify new sky stuff in the shader. The actual map itself is compiled the same. You can have baseJKA compatibility using a .shader and rend2 compatibility using .mtr (which is made the exact same way .shader files are). While it's a cool option to fool around with, you wouldn't really want to use auto generated normal maps. Best results come from making the diffuse & specular with normal mapping in mind.
  14. Can't wait to see this in rend2 (when it's completed).
  15. I love seeing non-star wars assets in this game, they usually look so neat like this does!
  16. You can make MD3 models become part of the actual map at compile time using misc_model, but I'm not sure how many of these you can have in a map though. Using models would certainly make the map look more decent due to smoothing (unless there's a way to smooth brushes).
  17. Yeah for sure. It's a real pain in the ass having to "guess", then load up the game constantly.
  18. I had to make room for the new facial bones in terms of naming. I suppose I could add them back for compatibility and rename the new ones with _new on the end. EDIT: Revised my above post.
  19. Valve's hammer can't be used, as the BSP version (and probably MAP version) created is different.
  20. Here's a test of both_walk1 using cloth sim baked onto the bones: http://www.youtube.com/watch?v=5nEv3J-PTDw This skeleton has: - 7 cape bones (5 center, 2 on each side at the bottom) - 2 front flap bones (down the center) - 2 back flap bones (down the center) - new set of facial bones (complete with all redone animations and others ie sad, angry, etc) - original facial bones for compatibility (only animated for all the baseJKA animations, not the new expressions I've made) - all 5 fingers with 3 segments - toes Removed bones: - ltail & rtail BaseJKA rigged models can still use this, provided there is a conversion table in the code. But without re-rigging, models won't have access to facial animations or any cloth simulation.
  21. Import the hs_dooku model.glm into your 3D package (3ds Max can do it & Blender I think), then delete all the other mesh objects that you don't want. Don't forget to give credit to Hapslash.
  22. It's the exact same code as 2010/2011 except for the changes for Unicode. Been using this "cheat sheet" for suitable Unicode versions of things: http://www.i18nguy.com/unicode/c-unicode.html
  23. Binary. I've googled Unicode white spaces to no avail and I've triple checked that I converted things over properly. No idea what's going on. :/
  24. I plan on trying to compile against 2013 (heard 2014 can run 2013 plugins), as I made a fair amount of headway with the md3 exporter. The only problem I have is it writes spaces in the strings for mesh & texture name + path. Other than that, it works.
  25. Just had this thought: Have everyone post what they would want to see as a present (within reason) so then everyone has a list of what to make. Of course, just because you post it doesn't mean you will get it. What do you think?
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