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Everything posted by Tempust85
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Here's how the main menu looks right now: Logo has a shine shader. Any suggestions?
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This map + rend2 = awesome.
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JKO in Unreal Engine Porting Discussion
Tempust85 replied to CaptainCrazy's topic in Art, Media & Technology
This should be merged with the porting discussion. -
Looks good, but the textures look a bit low-res including the skybox.
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I did make some animations for it, whether or not they are still there in JKG is beyond me.
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Yeah I do that from a batch file but I meant more for those who don't know how. Maybe instead you could make the compiler pause hang if there's an error?
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@@Xycaleth Could you add a "press any key to exit" ? This way, we could see any errors using the drag and drop method.
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Uploaders of ported content could just post a link from their dropbox, rather than uploading to JKHub. This site would come to no harm, and all would be well.
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Hooked on Game of Thrones, so no modding until I'm done with season 3.
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I'm pretty surprised they just haven't gone and shown vag yet. I mean, that's all that is left now.
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It exports fine for me, no idea why anyone else is having issues.
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@@Xycaleth While being able to make animations with this converter would be great, you've already done what the community really needed - being able to get player models ingame from any 3D package that supports FBX. Rend2 sorely needs your talents again, good sir.
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Would be cool if someone made a modular player model, and artists can make new parts to match it. This way there would be a 0% chance of mismatching verts.
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If you just want what's needed for the game to start, I can easily provide you with a 2 frame GLA. Sure you won't have animations, but the game will start and player models will load.
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Biggest problem with asset recreation are the animations. It's a massive job to redo 20,000+ frames.
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Here's my export dialog for any model I export: In terms of scene setup, just have it as you would for carcass. Both export selected & full export work.
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I'll test out 2014 with my hoth trooper and see if there's a problem.
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Yeah. Basically what carcass does with multiple xsi files. Question: How are we going to write out animation.cfg for this new GLA other than by hand? The carcass method uses assimilate and that works with .xsi &.car files.
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@@Xycaleth Now I take it we will be able to compile multiple animations into the one GLA right?
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Looks to work properly now.
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Best to ask eez or @@Xycaleth about limits & performance seeing as you're using OpenJK and not baseJKA (no idea if any performance enhancements have been made). @@minilogoguy18 3 LODs + original model? I thought it was 3 LODs including the original model. Modview only handles 3 LODs as well.
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I get around that by having LODs so it runs smoothly. If you use LODs, it will be fine. No need to have base JKA quality, so long as you LOD.
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So it appears I will be starting production again. Time to go over the first level adding detail and better lighting. Could really use rend2 for this, the game would look wicked.
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@@Xycaleth I'm not getting any tags on my model. I get a list of tags, but when I click on one it's not there. No idea what happened, the carcass version works fine.
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Sounds good. Some decals will help to dirty things up.