Looks as though the jaw could be in a slightly more relaxed state (just a smidge though). The eyes are the standout thing that's killing it atm, they look too wide open like he's just seen what Mr Slave did to Paris Hilton on Southpark.
@@Asgarath83 No texture string is being written at all to your MD3 files. I haven't used the exporter for 3ds Max 5 nor do I have 3ds Max 5, so I can't help you there sorry.
********************************************** * GLM Importer for 3ds Max 2010/2011 * ********************************************** Original Code: sfhgp (http://sfhgp.users.sourceforge.net) Code edits: DT Recompile for 2010 SDK: DT Date: 1st December 2013 Max versions Supported: 2010 32bit & 2011 32bit Installation: ************** Place GLM_Import2010.dli in your 3ds Max 'plugins' folder
I'd love to have a play with the code in 2014 at some point. I nearly have the MD3 exporter working in 2014 (mesh exports), just can't find a way to stop it from writing out spaces. Example: "models/map_objects/blah" in Max 2011 turns into "m o d e l s / m a p _ o b j e c t s / b l a h" in Max 2014.
Sometimes laziness is a domino effect. If a few people don't feel like working on a project anymore out of laziness, then the others could be like "well they've stopped, so why should I continue?"
ROQ: Problem is, JKA only supports a certain height & width (512x512 I think). Would be better I think if there were 'black bars' added via code to the sides when playing ROQ's in 16:9. Tbh, someone should give OpenJK proper widescreen support.
FFS I added the MP exe instead of the SP exe! Check the dropbox link again for updated files. For those who have been getting issues it *should* now work....
ssao is working to some degree as well. Normal maps on models (at least ghoul2) & character select color select aren't working yet. Sabers + blades look to be working at a vanilla level though.