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Tempust85

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Everything posted by Tempust85

  1. Here's how the main menu looks right now: Logo has a shine shader. Any suggestions?
  2. This map + rend2 = awesome.
  3. This should be merged with the porting discussion.
  4. Looks good, but the textures look a bit low-res including the skybox.
  5. I did make some animations for it, whether or not they are still there in JKG is beyond me.
  6. 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?
  7. @@Xycaleth Could you add a "press any key to exit" ? This way, we could see any errors using the drag and drop method.
  8. 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.
  9. Hooked on Game of Thrones, so no modding until I'm done with season 3. :D

    1. Show previous comments  7 more
    2. MoonDog

      MoonDog

      I'm pretty surprised they just haven't gone and shown vag yet. I mean, that's all that is left now.

    3. Bacon

      Bacon

      Not enough dragons then. :l

    4. katanamaru
  10. It exports fine for me, no idea why anyone else is having issues.
  11. @@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.
  12. 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.
  13. 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.
  14. Biggest problem with asset recreation are the animations. It's a massive job to redo 20,000+ frames.
  15. 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.
  16. I'll test out 2014 with my hoth trooper and see if there's a problem.
  17. 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.
  18. @@Xycaleth Now I take it we will be able to compile multiple animations into the one GLA right?
  19. Looks to work properly now.
  20. 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.
  21. 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.
  22. 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.
  23. @@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.
  24. I believe it's only axis Z up when exporting out an FBX.
  25. Sounds good. Some decals will help to dirty things up.
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