Jump to content

Tempust85

Members
  • Posts

    4,085
  • Joined

  • Last visited

Everything posted by Tempust85

  1. Run it using a .bat file and add pause on the next line, you should see any errors then.
  2. Being able to define HUD tics outside of the code would be great also.
  3. Would be cool if someone could code the third person camera to be "bolted" to a tag on the at-st. Oh and first person view with an at-st HUD would be awesome.
  4. That was the weighting bug, which he's fixed now.
  5. I can fix them for widescreen, just need to find the time.
  6. @@Xycaleth Both of my importers for GLM still have the mesh breaks along the UVW seams.
  7. @@Xycaleth Looks to be a 1:1 copy when comparing both GLMs, (carcass & fbx2glm), great job! EDIT: Haven't tested the UVW seam issue yet, will do now.
  8. It was made with no triangles, must have been squished a bit when sculpting and didn't realise lol. Thanks for pointing it out. Side note: Why does everyone find these cool pics of Ray Park/Maul when I hunted google and found 1 or 2..... *sucks at google
  9. An MP conversion would be a lot less work.
  10. Or DF2 mod could be a MP conversion rather than SP remake. Will have a lot more replay value.
  11. Lol @@Circa & @@Agent_Ross thanks. I won't go into super fine details such as skin pores as it won't be seen in JKA even with normal maps. Speaking of which, I'll be making two versions: one with normal maps (rend2) and one without (vanilla). Guess which one will look the best.
  12. Eyeball it most likely, I can always tweak the diffuse later on.
  13. Thanks, still getting used to Zbrush though. Going to be fun when it's painting time.
  14. I didn't mean that the 64bit plugin works in 32bit, just that exporting animations using the 32bit plugin works and the 64bit plugin does not.
  15. Still have no idea why I'm crashing when exporting animation. Works fine on 32bit 2011, just not 64bit. :/ Also you really should upload your code to github.
  16. @ The horns are a separate mesh.
  17. Yeah there is. I'll send you a new fbx later today.
  18. Here's what I can see: - legs are too thin - hips look very weird where the femur joins to the pelvis - torso as a whole looks too thin - biceps toward the torso look quite large - hands look okay but a bit malformed - can't exactly tell, but the helmet may be tilted down a bit too much Won't crit the accuracy of the model as I don't know what it should look like. I'll leave that to others.
  19. Yeah it's a 1:1 copy, only triangulated (I work in quads). The warning Warning: Surface can't use shadows, #verts(557) > SHADER_MAX_VERTS/2 (500) ( "helmet" ) which is due to me not taking into account the model being split along the UVW edges.
×
×
  • Create New...