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Everything posted by Tempust85
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Sooooooooo..........anyone here got a grinding, non-working Xbox One drive?
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WIP: ROFF Exporter Plugin for 3ds Max...
Tempust85 replied to Archangel35757's topic in Coding and Scripts
That'd be a great idea, would save on having to use multiple max files. -
Ok so off the bat, I'm going to say that if no one helps out with level design then the mod will be halted. Positions needed: - Level Designer (proficient with creating levels and able to produce high quality levels) - 3D Artist (proficient with their software of choice and able to get their creations in-game) - UI Artist (proficient with creating 2D images for use in JKA's UI and able to work with menu files) - 2D Artist (proficient with creating 2D images for use in levels) Post here if you would like to help out. The above positions are in fairly high demand, with the exception of level designer being in extremely high demand.
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Seeing as new bones can be added to the existing GLA without breaking anything (provided there's a JKA model 2 new GLA conversion table in the code), would be fairly easy to wire up species specific bones for the face. Looking pretty damn awesome there Psyk0!
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Couple of quick questions RE: Source Code
Tempust85 replied to Almightygir's topic in Coding and Scripts
@@Almightygir you're one of the modding gods here so everyone who was around for 10 years in the JKA community should remember you. (there should be a user group so everyone knows who they are hehe) OpenJK's code is the super cleaned, fixed up base code that Raven released which is the FULL game's source code including the renderer. eezstreet started porting ioquake3's "rend2" over to OpenJK. Xycaleth has recently taken over it (from what I can tell) and is busy getting the ghoul2 format running in it along with everything else in the baseJKA assets. I know at least 2 other former JKA modelers that are very interested in this succeeding, and there's quite a few people here as well including myself. -
Are there any female Ongree? If so, are you going to make any @@Psyk0Sith ?
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"I wouldn't worry about that" Try to imagine this guy saying that to Rosh.
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Discussion - Vertex Facial Animations
Tempust85 replied to Tempust85's topic in General Modding Discussions
I did a search for all the face animations and could only find code for FACE_TALK0 & FACE_TALK1. Nothing about 2,3,4 except in the anim lists. -
The PS4 is largely sold out in EB Games (Gamestop) Australia, while the Xbox One still has what they call "limited stock" available. I'd say they are being lapped up like the technology treats they are.
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Thanks guys for the feedback, I did try my best here. The level you're playing is something I made 'learning on the job' as I could barely map beforehand. Hopefully a few mappers will want to help out, but until then I'm suspending work on DF2 Mod.
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You can export brushwork from radiant to (I think it's) obj. You could then import it into a modelling program, edit it to your liking and export as MD3 for conversion to GLM.
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Fantastic as always psyk0sith. This is going to be one ugly Jaden. XD
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This is untested, but try this to get it running on base JKA: - Edit the shortcut path "D:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\openjk_sp.x86.exe" +set fs_game DF2 to "D:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\jasp.exe" +set fs_game DF2 - Once ingame, open up the console and type map 01narshadda Don't forget to change the path above to match your base JKA path. Things that won't work if you do this: - First level is base JKA's yavin1 - Fists first person model won't work correctly
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Updated readme.txt & the first post.
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<Link for demo removed> This project will be put on hold until a few level designers are willing to help out.
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Discussion - Vertex Facial Animations
Tempust85 replied to Tempust85's topic in General Modding Discussions
Another idea besides vertex animation - Facial animation scripting. Setting up facial expression animations (with a complex facial bone setup) similar to what is already available in JKA currently but a lot more of them and more detail. Then have a 3rd party lip-syncing program that will allow the user to map facial expressions (for a voice audio clip) to a script file. This script file is then loaded by the game (possibly using ICARUS). A nice lip-syncing program feature would be an "auto create" which will attempt to auto map facial expressions for a voice audio clip. Then the user can just manually edit the parts that don't quite match up. -
Discussion - Vertex Facial Animations
Tempust85 replied to Tempust85's topic in General Modding Discussions
This is an example of a static head model attached onto an animated body: -
Discussion - Vertex Facial Animations
Tempust85 replied to Tempust85's topic in General Modding Discussions
That would look very odd as it would have to be an MD3 head bolted onto a GLM neck/body. You would clearly see where the head is bolted on. -
If you have 3ds max 2010/2011 32bit, I suggest you use the md3 exporter I fixed up that's available on this site.
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Upload your MD3 for us to look at.
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The fixed misc_model_ghoul (GLM) entity will have the same texture method as MD3, it won't work with animation or .skin files. I would just do what Psyk0Sith said as a fix, or use the MD3 exporter for 3ds Max 2010/2011 32bit.
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Softimage XSI Modtool, 3ds Max, Blender (I think) and of course if you're really desperate there's Dragon.
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I don't know about entities, but loading a savegame will re-run scripts. Very handy to edit scripts on-the-fly.
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Yeah I think just add in the scale stuff I posted above and call this entity fixed. Can always make a new NPC and use NPC_spawner to load it up if people want to use multiple skins and use animation.
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Added modelscale & modelscale_vec. Tested and working: void SP_misc_model_ghoul( gentity_t *ent ) { #if 1 ent->s.modelindex = G_ModelIndex( ent->model ); gi.G2API_InitGhoul2Model(ent->ghoul2, ent->model, ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0); ent->s.radius = 50; //DT EDIT: enable origin & angles to be set via radiant G_SetOrigin( ent, ent->s.origin ); G_SetAngles( ent, ent->s.angles ); //DT EDIT: enable modelscale & modelscale_vec to be set via radiant qboolean bHasScale = G_SpawnVector("modelscale_vec", "0 0 0", ent->s.modelScale); if (!bHasScale) { float temp; G_SpawnFloat( "modelscale", "0", &temp); if (temp != 0.0f) { ent->s.modelScale[ 0 ] = ent->s.modelScale[ 1 ] = ent->s.modelScale[ 2 ] = temp; bHasScale = qtrue; } } if (bHasScale) { //scale the x axis of the bbox up. ent->maxs[0] *= ent->s.modelScale[0];//*scaleFactor; ent->mins[0] *= ent->s.modelScale[0];//*scaleFactor; //scale the y axis of the bbox up. ent->maxs[1] *= ent->s.modelScale[1];//*scaleFactor; ent->mins[1] *= ent->s.modelScale[1];//*scaleFactor; //scale the z axis of the bbox up and adjust origin accordingly ent->maxs[2] *= ent->s.modelScale[2]; float oldMins2 = ent->mins[2]; ent->mins[2] *= ent->s.modelScale[2]; ent->s.origin[2] += (oldMins2-ent->mins[2]); } //DT EDIT: fixed to enable GLM model loading gi.linkentity (ent); #else blah blah............. So misc_model_ghoul can be used for static ghoul2 models. If you want animated ghoul2 models, use NPC_spawner and a spawnscript to play an animation.