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Everything posted by Tempust85
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bounding box: I don't think it will be a problem at all. Afaik, the bounding box is the entire player model, not just individual parts. However, I'll let a coder give a definitive answer about this. simcloth 3: Tried simcloth 3, made things a lot more difficult tbh and didn't exactly work. The cloth modifier is working very well, so I see no need to swap it out with something else.
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The stock standard cloth seems to give the best results. I've tried reactor & APEX, but they aren't working to my liking.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
No rush. -
There are of course a few animations that would require some manual keying in certain places. I have the simulation blended with skin weights to keep it from free flowing out of control.
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Please upload your .map file so we can take a look, we are kind of shooting in the dark atm with ideas on how to help.
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What I'm going to do is import ALL the source animations into 3ds Max 8 and save out scene files to kick this off. 90 down, 1,030+ to go.
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I've decided to release a 1 level "beta demo" to attract more help. It has taken me AGES to finish the first level, and the overall mod will be in peril if I don't have help from mappers. I'll put a few more touches on the first level then it should be good to go.
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I bet you wouldn't rofl! Well here's an update on my side of things: - carcass accepts VERY large xsi files, so yay! - the cape sim isn't behaving well using the 'method 1' I mentioned earlier (due to the amount of sudden acrobatics), so may have to go the 'method 2' route. What I think would produce the best results is 'method 2' (one animation at a time) which I would need your help @@Psyk0Sith and between the two of us, we could pull it off. Just send me your max file when your simulation stuff is complete.
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You might be able to add light source to a glass shader for your windows, and still keep transparency.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
A workaround for now (until a proper fix can be made) would be a close button on the progress dialog so we can at least manually close it. I've ended up with 12+ unclosed dialogs in one max session lol. -
Lol. I managed to grab a ps4 from jb hi fi in time for xmas.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
Sorry I meant 2010, I use it in 2011. The file is created fine, just the progress dialog doesn't disappear when cancelled or it finishes exporting normally. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Tempust85 replied to Archangel35757's topic in WIPs, Teasers & Releases
The 2011 32bit exporter progress hangs after I exported a VERY large xsi file. -
Yeah I am, I have the ability to use 64bit 3ds Max but I don't have 2011 in 64bit flavour. Here's my little test with cloth sim: https://www.youtube.com/watch?v=3NJ7XKeF1Ww Here are my cape bones: This is my 'method 2' which I'm importing each animation one-by-one into 3ds max 8 (because there is no xsi 3.0/3.5 importer for max 2011), saving out the .xaf animation and loading it up in 3ds Max 2011. I have 'clean' game bones constrained to the imported animation (JKA anim source) bones so it will work with Archangel's exporter. What you see is the game-ready cape mesh, not the cloth sim mesh. My 'method 1' is converting the compiled JKA GLA to FBX using noesis and importing it into 3ds Max 2011. I then constrain 'clean' game bones to the imported bones from noesis. This method is flawed due to all the animations are in together thus making a VERY large export.
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I'm seriously thinking about getting one of these considering i can still buy one launch day.
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You may need to edit the sun position (if that's even possible) via the sky shader.
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The exporter progress freezes up but still exports. I hit esc to cancel and it was at 75% and 318mb. If I left it for a long time it prolly would finish, but carcass may not like lol.
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Ok so I've got ALL of JKA's animations into 3ds Max (21376 frames) and I've constrained 'clean' game bones to the bones with the animation. Now seeing how Archangel's exporter will hold up exporting 21376 frames into one file, otherwise it will be a big job to separate them all.
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That'd save me having to try and allow more in the code.
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Nothing to really show off. I just need to find a good method to import JKA anims on this, hopefully the importer won't crap out lol.
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Anything new on this? I've been tinkering with my own cape cloth sim with fairly decent results.
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Brushes cracking/splitting up. Any way to avoid?
Tempust85 replied to Boothand's topic in Modding Assistance
All I know is that brushes will crack if rotated freely. So if you haven't rotated anything, then I have no clue. -
Ok because I can't work out how to work github that well, can someone please add this fix in for SP: 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; //enable origin & angles to be set via radiant G_SetOrigin( ent, ent->s.origin ); G_SetAngles( ent, ent->s.angles ); //fixed to enable GLM model loading gi.linkentity (ent); Just replace the entire #if 1 part up until the #else in g_misc_model.cpp What it does: - Supports GLM model loading - Rotation & origin can be set via the entity as normal What it doesn't do: - Loading of .skin files. You will need to set up your model textures as you would when making an MD3 - Animation. I tried to get this to work but it didn't set animation per entity, instead it set it for all the misc_model_ghoul's in the map - Model scaling - Model is non-solid, so you will need to use clip brushes
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I *think* I've fixed misc_model_ghoul. Appears to have just needed gi.linkentity (ent); in void SP_misc_model_ghoul( gentity_t *ent ) inside file g_misc_model.cpp. However it doesn't work with .skin files (so it's just like MD3), scaling on the entity doesn't work and I have no idea if the models are being turned into BSP or they are loaded like misc_model_static. 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; gi.linkentity (ent); #else char name1[200] = "models/players/kyle/model.glm"; .......blah blah blah I'd like someone who actually knows what they are doing (cuz I don't ) to check this out and perhaps add in model scaling support, .skin file support and what I'd also love to see is the ability to play animations for example: key "anim" value "BOTH_STAND1"
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I don't think Raven gave out the source for their effects editor, so someone would have to make their own.